Character Creation Guidelines

 

Character Point Total: 40

Step 1: Choose a Racial Template (8 Points)

            You must have one of the Racial Templates, even if playing a Noble Vampire (although when playing a nonHuman noble Vampire, at least 8 Bonus points must be earned (via Background Point bonuses or Defects)

Step 2: Choose an Occupational Template (Optional, 20 points)

            If an Occupational Template isn’t chosen, the character follows no standard adventuring profession, and can only buy normal attributes and Elemental Magic without GM’s permission. Noble Vampire counts as an overpriced Occupational Template.

Step 3: Spend remaining CP on Stats and attributes (12 points)

           If all the steps have been followed to this point, the player has 12 points to spend on their character’s Stats (Body, Mind, and Soul). Be sure to apply Occupational Template Stat Bonuses (if any).

Step 3B: Purchase Skills

            If an Occupational Template was chosen, the character has very limited number of Skill points available ([20 + Highly Skilled] – Occupational Skills), otherwise, they will have 20 + Highly Skilled.

Step 4: Choose Defects

A maximum of 6 Defects is in effect, not including Template Defects. This means that the maximum amount of free CP you can have before Background Points is 12 BP.

Step 5: Spend Bonus Points

            Spend Bonus Points on Occupational Template attributes, normal attributes, and Stats. Elves and Vampires may buy additional levels of Magic, and Angel-Blooded Humans may buy additional levels of Dynamic Sorcery, if they have the points. Any normal attributes tied to a Racial Template may also be improved, but no racial or other special attributes except as above (Features, Heightened Senses, Light Armor, Natural Weapons, etc. cannot be increased). Elemental Magics may be purchased at this point, limited by race.

Step 6: Calculate Derived Values.

            Calculate Attack Combat Value normally [(Body + Mind + Soul)/3 rounding down + Combat Mastery] , but if the final Combat Value is above 10, reduce to 10, but calculate Defense Combat Value from the original value (but if DCV goes over 10, also reduce to 10).

            Calculate Health and Energy Points as normal, and also determine and record Shock Value.

Step 7: Background and Background Points

            Players may obtain Background Points for interesting or useful background information. For example, a character portrait is worth Background Points (the amount dependant on various factors, ask your GM) as it helps to visualize the character. As another example, a character story, featuring an adventure or history fitting to the character's abilities, is also worth Background Points. Background Points are spent identically to Bonus Points, so once they have been awarded, return to Step 5, but skip this Step afterwards, as your character is complete and ready for play.

 

Racial Templates

8 Character Points, with descriptions

Dwarves

            The song of stone sings out to the dwarven ears, and echoes in the dwarven heart. Dwarves are born for stone, they have the strength and endurance of stone, the heart of stone sings out to them, granting them the ability to tunnel through solid rock by will alone. However, dwarves also have the speed and heart of stone, they are slow to change and slow of foot.
            Dwarves are very straightforward and honest. They are still good traders, not in spite of this, but because of it. The dwarven reputation for honesty is respected and admired in most communities. Of course, dwarves are also slow to trust non-dwarves, as they tend to view them as flighty, fickle, and not to be trusted.
            Dwarves, due to their strong wills, make good Sorcerers, mostly from the Ancient School of Enduring Stone, in Garos. Some dwarves prefer other elements, like nature, water, or shadow. If willing to risk an ocean passage, they also make excellent time sorcerers.
            Dwarves are short, stocky, and somewhat coarse of appearance. A dwarf's beard is a point of pride, they make certain to comb and clean it as necessary. Both genders have beards, which leads to confusion amongst non-dwarves. Dwarves have no problems telling each other apart, however. Due to the dwarven body structure, it is difficult for them to swim, but not impossible for short periods. Dwarves usually wear garments of cured leather and a layer of chainmail over that, although the chainmail is optional.
            Dwarves of ‘ancient bloodline’ may learn Earth Elemental Magic, as well as increase their Tunneling Attribute.

Attributes: Damn Healthy! 1, Features 2 (Longevity, Night Vision), Super Strength 1, Tunneling 2
Defects: Bad Swimmer 1, Not So Fast 1

Elves

            Known for their pointy ears and long lifespans, Elves live in the forests in small communities of at most several hundred. Elven villages are typically built either around or in an ancient tree which serves as a meeting place and a point of pride amongst the elven community. Elven homes are created directly from living trees, either woven from flexible branches, or shaped by powerful magics inside the trunks of trees. Typical elven attire is lightly colored and allows freedom of movement.
            Elves in general have little desire or reason to go adventuring, although elven culture encourages practice with swords, bows, quarterstaff, and magic. Elven magic is primarily concerned with manipulating the elemental force of Nature, as well as enhanced regeneration and the creation of light. As elven magic is composed mostly of Nature force, it must be restored from time to time. Elves must commune with the force of Nature at least once a month for a full day in order to maintain their magical abilities.
            Elves have great empathy, especially with animals. They make good Dragon Knights, as well as Shamans, and are excellent trainers of exotic animals. In addition, the elven empathy allows them to resonate with both magic and the spirits of the world.

Attributes: Animal Friendship 1, Features 2 (Longevity, Night Vision), Magic 1 (Elven Magic), Sixth Sense 2 (Sense Magic, Sense Spirits)
Defects: Special Requirement 1 (Commune with nature)

Subrace-Kirdun/Kurdan Elves

            Native to the island of Kirdan, these two tribes of elves lack the ability to utilize Elven Magic, and live in an primitive existence of nearly perpetual tribal warfare. Although they look identical to regular elves, a tradition of ritual scarification and tattooing makes them instantly recognizable by anyone who knows the signs. They would be a superstitious people, but their ability to recognize spirits and magic for what they are allows them to deal with these forces on an equal level.
            For the most part, these elves remain on their island, very few have ever shown any interest in the outside world. When they do, typically they take passage on a passing airship with a Green Diatramy bonded to them. Both tribes have a special bond with these birds, and would never leave the island without one. They will also have their traditional weaponry, a longbow (Dai-Kyu) and arrows, a Naginata (which they call a fighting pole), and a sword. Typically, they will also have some other equipment, but little of note.
            Although they retain certain advantages of the elves, they neither practice Elven Magic, nor slave under the prohibitions placed upon their race by the ancient Winged Ones. The reasons behind this are currently a mystery. Kirdun/Kurdan Elves may take an Occupational Template, except Nature Aspected Sorcerer, although this indicates they have been away for at least a generation (Human, not Elven), unless they take the Shaman Occupational Template, which is also a native talent.

Attributes: Animal Friendship 1, Features 2 (Longevity, Night Vision), Highly Skilled 2, Personal Gear 1, Servant 3 (Green Diatramy, [1 point/level]), Sixth Sense 2 (Sense Magic, Sense Spirits)
Skills (20 Points): Archery 1, Melee Attack 1 (Polearms), Melee Defense 1 (Polearms), Wilderness Survival 1 (Forest), Wilderness Tracking 1 (Forest)
Defects: Attack Restriction 1 (Own Tribe), Marked 2 (Ritual Scars and Tattoos)

Golem

            The creations of Ktal-jin technomagic, Golems are clockwork people fueled by Elemental Stones. Golems were once built by the score by the Ktal-jin as manual laborers and guards. This practice was stopped once it was determined that Golems were actually sentient creatures. The Elemental Forces used to power the machine’s clockwork body acted upon the Golem’s form and the desires of its creators to fashion a living mind for each Golem. As slavery of sentients is illegal within the Sovereign Democracy of Grand Ktal, all Golems had to be set free, given choices of employment, and if hired, paid a fair wage.

            As it has been many years, a large number of Golems have ceased functioning due to accident or misadventure. Their mechanical bodies, although sturdy, require a trained mechanic to effect repairs after damage is sustained. The few Golems who remain typically hire technomagic mechanics, or insist on employer payment of same, which tends to restrict them to Ktal's larger cities, where Technomages are relatively common.

            This racial template is incompatible with the Mechanist Occupational Template, but does qualify the character to purchase additional Technological Special Attributes with Character Points as an extension of the Racial Template. Golems may learn Elemental Magic, but only Fire and Earth types.

 

Attributes: Damn Healthy! 1, Ground Speed 1, Heavy Armour 1, Life Support 2, Super Strength 1

Defects: Awkward Size 1, Sensory Impairment 1 (Smell), Special Requirement 1 (Elemental Stones), Unique Defect-Doesn’t Heal 1 (Requires repairs using Mechanics [Technomancy])

 

Humans

            Creations of the Lifemasters of Mu, much like Elves and Dwarves, Humans were meant to be the playthings of the winged race. As such, they were made to be a wide variety of things to suit the temperaments of a wide variety of masters. Pure Humans come in all the various skin colors and appearances as they do on Earth, with the same range of hair and eye color. Normal Humans have no template cost, picking Human as an option saves 8 Character Points for normal attributes or stats compared to picking another racial template.

            Humans are capable of learning any Elemental Magic, although few do so.

 

Subrace- Angel Blooded Humans

            Angel-Blooded Humans capable of working High Magic typically eschew the standard adventuring professions in the pursuit of fragments of Ancient Winged Race lore. It should be noted that this template also applies to those rare humans who possess Demonic ancestry as well, as both Angels and Demons came from Winged Race stock.

Angel-Blooded Humans, those descended from both the winged race of Mu and human stock, tend to have truly unusual hair and eye colors, with a tendency towards monochromatic hair in unrealistic hues (blue, green, purple). It should be noted that one in ten Humans has some degree of winged race in their ancestry, but only one in several thousand has the requisite 1/3 or higher winged ancestry needed to work High Magic.

As the true power of High Magic (Dynamic Sorcery) can only be used with the full knowledge of the High Tongue of Mu, the Angel-Blooded are guided by the fragments of dreams of previous incarnations, which allow them to decipher the lost High Tongue, if imperfectly in some cases.

The Angel-Blooded tend to be a bit more frail than regular humans, as, in these times, they tend to be the product of selective breeding to re-introduce High Magic into their bloodlines. Those that are born as the result of happenstance may freely buy off the Not So Tough Defect, as well as those who have had standard combat training.

Attributes: Divine Relationship 1, Dynamic Sorcery 1, Energy Bonus 1, Features 1 (Longevity), Highly Skilled 1, Soul +2 (Stat)

Skills (3 points): Linguistics 1 (High Mu)

Defects: Not So Tough 1, Recurring Nightmares 1 (Angelic or Demonic Dreams)

 

Subrace- Half-Spirit Humans (Half-Demons)

            The product of a human mother and a materialized spirit (although it is technically possible for certain female spirits to conceive with a human male, it has never been recorded) this rare type of human is born attuned to the Spectral Levels and derives powers from their spirit ancestry. These children grow up with an intuitive understanding of the Balance of Elemental Forces, and they learn to manipulate the Balance for their own ends.

            Sometimes referred to as half-demons (although these humans have absolutely no trace of Winged Race blood), half-spirit humans always sport at least one unnatural feature which sets them apart, be it a fox tail, dog ears, or even fish scales or bark for skin. These ‘tells’, as they are sometimes called, are extremely difficult to hide with magic or Sorcery for reasons unknown. It can be difficult to categorize these fey humans, as their powers and abilities are highly dependant upon their parentage.

 

Attributes: Sixth Sense 2 (Detect Magic, Sense Spirits), and 9 points of Attributes to represent their heritage (Typically Astral Projection, Elemental Magic, Heightened Senses, Light Armor, Special Movement, Stealth, or Super Strength, Telekinesis, Telepathy, etc. dependant on parent spirit type)

Defects: Marked 2 (Unnatural Spirit Features), Unique Defect 1- Half-Spirit (Can be affected by Exorcism, Spirit Wards, but at half-strength only), some are also Awkward Size 1 and a rare few even have Vulnerabilities.

Ktal-jin

            The Ktal-jin are one of the First Races, unlike Dwarves, Elves, and even Humans, they predate the Kingdom of Magic. Also known as Cat People, the Ktal-jin are artificers. During the War of Thought, the Ktal-jin withdrew to their mountain fortresses and experimented with technology.
            When civilization collapsed, the Ktal-jin trained their Gunslingers and sent them out to help rebuild. As such, the Gunslinger is respected and admired, and many traveling Ktal-jin are Gunslingers. Of course, the Ktal-jin tendency to tinker with mechanical devices has led to both admiration and fear, as several excellent machines and many explosive disasters have been built by wandering Ktal-jin.
            Ktal-jin average about human height, have a moderate coating of tan fur covering their bodies (with a white stomach area) with hair similar to humans or elves (although typically in light colors, like white, blond, or oddly, green) and a tail. Ktal-jin ears are located on the top of their skulls, and they turn independently to catch faint noises (although this does make hair styling difficult). Ktal-jin eyes are similar to those of other feline species, with slitted pupils and light gathering corneas. Although the Ktal-jin face looks similar to the human or elven face, it is less capable of expression, having fewer voluntary facial muscles. Typical garb is a light tunic and loose pants.
            Although their fangs are slightly more pronounced than human canines, they are not nearly as sharp as those of their ancestors. They have retained their claws however, and they remain retractable, which can prove useful when climbing. Although Ktal-jin can run on all fours, they find this somewhat embarrassing to do so.
            Ktal-jin of particularly strong will may learn Fire Elemental Magic.

Attributes: Features 2 (Night Vision, Soft Fur), Heightened Awareness 1, Heightened Senses 1 (Hearing), Mechanical Genius 1, Natural Weapons 1 (claws), Special Movement 2 (Balance, Cat-like)
Defects: Easily Distracted 1 (Players choice, but usually mechanical devices of some kind)

Subrace-Xyx Ktal

            The cannibalistic Ktal-jin of the island of Xyx, while not necessarily a viable play option, do sometimes appear off of their island and their yearly attacks on Karnhanar. They are immediately recognizable from their dark black or brown fur, although non-cannibals will lack the tell-tale black spots which otherwise cover their fur. Unlike regular Ktal-jin, Xyx Ktal have absolutely no aptitude with technology, centuries of brutal warfare against the dwarves and mountain Ktal (the standard race) have forced them down a slightly different, more violent, evolutionary path.
            Player Xyx Ktal are allowed only with an excellent background, and are typically not allowed to take an Occupational Template in any case, although a few Xyx Ktal Psychers do exist. Xyx Ktal, unlike their mountain cousins, may learn Shadow Elemental Magic.

Attributes: Features 1 (Night Vision), Focused Damage (Claws) 1, Heightened Awareness 1, Heightened Senses 1 (Hearing), Light Armor 1, Lightning Reflexes! 1, Natural Weapons 1 (Claws), Special Movement 3 (Balance, Cat-like, Wall Crawling), Speed 1
Defects: Easily Distracted 1 (Players choice), Wanted 1

Lilim

            The rarest of all plant spirits, Lilim are the spirits of flowers. Each is born of a particular flowering plant (such as a cherry tree, rose bush, water lily, etc.) and has hair and eye color matching the petals of the plant’s flower. Gardeners and other botanists have no problems determining which sort of plant a particular Lilim was born of, as they also are constantly surrounded by the faint odor of their personal flower. While normally inhabitants of the first Spectral Level, Lilim do possess the ability to become physical for short periods of time, although this is very draining to them.

            Lilim tend to be very shy, while they are not overly body conscious, as they spend most of their time during the day without clothing, lounging in the sun. They are, however, aware of the effect that their appearance has on most mortals, and tend to avoid allowing themselves to be seen in this state. Lilim are not actually connected in any tangible or metaphysical way to the flowers that give them birth, but each feels a sort of personal responsibility to the type of flowering plant that made them, and greatly fears harm done to it. More than a few Lilim have been kept in virtual slavery by an inventive woodsman.

            Lilim, for reasons unknown, are almost all female. There are about ten female Lilim to each male, and, as they do not reproduce sexually (although all the equipment is present and functional), it is unknown why they even have genders at all. Male Lilim, however, tend to on the whole be even more wary of contact with mortals than their female counterparts, so this ratio may be skewed. Either gender is extremely attractive, capable of garnering a limited amount of attention on looks alone if they chose to do so, although most refrain from using their bodies this way.

            Unlike many spirits, Flower Spirits do not have any sort of unusual longevity, Lilim tend to live a normal human span, but do not apparently age during this time. (As a side note, Lilim do in fact age, but their apparent age remains frozen in the late teens/early twenties). Other than their unusual attributes, Lilim appear to be pale or lightly tan skinned humans, and tend to dress in clothing that is easy to remove quickly and allows freedom of movement, like a robe, shift, or loose blouse and skirt.

            Adventuring Lilim tend to be even more rare than male Lilim, but their Spectral nature makes them excellent Sorceresses. However, no Lilim has managed to successfully bond a dragon, and their need for sunlight precludes the study of Shadow Aspected Sorcery. Like all bodiless spirits, Lilim are incapable of becoming Psychers, but are otherwise free to explore other occupations, even Shaman (although Shaman Lilim are truly strange and rare characters, and can only use their Shamanist Magic in Physical Form). Most adventuring Lilim have Items of Power which allow them to remain in physical form (IoP 3), although some do not, and get by with the assistance of helpful Shamans and others who can see and interpret them when they are incapable of assuming physical form. Lilim are capable of using Nature Elemental Magic.

Attributes: Appearance 4 (Attractive), Insubstantial 1 (Spectral), Magic 2 (7 Points: Insubstantial 4 [Spectral, Physical], Mind Shield 1), Sixth Sense 4 (Empathy, Sense Magic, Sense Spirits, Sense Truth)
Defects: Inept Combat 1, Marked 2 (Smells Like Their Flower Type), Not So Tough 2, Phobia 1 (Harm to ‘Mother’ Flower Type), Special Requirement 2 (Must Sunbathe Nude to Recover Energy Points), Unique Defect- Spirit 2 (Can be Affected by Exorcism, Spirit Wards), Vulnerability 1 (Time Attacks)

Werewolf

            The blood of the pack howls through the veins of a true werewolf. Superior to the Wolfen, a werewolf has the power to assume human or wolf form, as well as a more powerful hybrid from than the Wolfen. This change can be triggered at will, but is also controlled by the power of the full moon. By the light of the full moon, the werewolf assumes their wolf form, incapable of transforming to human or hybrid until the moon sets once more. Werewolves suffer from a minor curse, animals always know their true nature, cats shy away from them, dogs growl, and wolves bow before them.
            The ability to transform into a wolf, called Lycanthropy, is hereditary, only those born with the ability can use it. Lycanthropy is a sex-linked trait, only female werewolves beget werewolves, in certain rare cases male werewolves can father werewolf daughters, but not sons. As such, werewolves tend to gather in family groups led by the eldest female, usually in a big house at the outskirts of town or on a farm, to more easily hide their true natures.
            In a few isolated communities everyone is a werewolf. In these places, child’s first Change marks their entry to adulthood, as the ability does not manifest until puberty. A werewolf from such a place might actually be unfamiliar with the need to hide their identity, although they usually won’t Change in public, which is considered rude in werewolf society. A few other villages have accepted werewolves as normal, even desirable, citizens. These villages are so isolated that the werewolf will certainly not know to hide their abilities from outsiders.
            Werewolves, and indeed all natural shapeshifters, may learn Time Elemental Magic.

Attributes: Heightened Sense 2 (Hearing, Smell), Metamorphosis 2 (Hybrid, Wolf forms, 11 points)
Defects: Cursed 2 (Animals know true nature), Involuntary Physical Change 1, Skeleton in the Closet 2

Hybrid Form (Net +10 Points)
Attributes: Features 1 (Night Vision), Heightened Senses 2 (Hearing, Smell), Light Armor 2, Natural Weapons 2 (Claws, Fangs), Regeneration 2 (7 points, cannot regenerate damage caused by silver), Speed 2, Super Strength 1
Defects: Awkward Size 1, Bane 2 (Silver), Berserker 2, Easily Distracted 2 (Prey), Vulnerability 1 (Silver Weapons)

Wolf Form (Net +5 Points)
Attributes: Features 1 (Night Vision), Heightened Senses 3 (Hearing, Smell x2), Light Armor 1, Natural Weapons 1 (Fangs), Regeneration 2 (7 points, as above), Speed 2
Defects: Bane 2 (Silver), Cannot Talk 1, No Arms 2, Vulnerability 1 (Silver Weapons)

Subrace-Werecat

            Some werewolves turn out, strange. At the time of their first Change, instead of becoming a werewolf like their family, they become a werecat instead. Werecats have the power to assume the forms of a mountain cat and a hybrid of cat and human, more powerful and bulky than any Ktal-jin. Oddly, werecats are unharmed by silver, but gold causes the same effects as silver does to werewolves.
            These aberrations are extremely rare, but do breed true with each other, but not with other werewolves. A werecat/werewolf cross tends to manifest as a werewolf at their time of first Change, but careful breeding can restore a werecat bloodline over several generations. Most werewolf communities don’t bother, as they see no real advantage to werecats over their ‘natural’ werewolf abilities.

Attributes: Heightened Sense 1 (Hearing), Metamorphosis 2 (Hybrid, Cat forms, 12 points)
Defects: Easily Distracted 1 (Prey), Involuntary Physical Change 1, Sensory Overload 1 (Hearing), Skeleton in the Closet 2

Hybrid Form (Net +10 Points)
Attributes: Features 1 (Night Vision), Heightened Senses 1 (Hearing), Light Armor 1, Lightning Reflexes! 1, Natural Weapons 1 (Claws), Regeneration 2 (7 points, cannot regenerate damage caused by gold weapons), Speed 3, Super Strength 1
Defects: Awkward Size 1, Bane 2 (Gold), Berserker 1, Easily Distracted 2 (Prey), Vulnerability 1 (Gold Weapons)

Cat Form (Net +10 Points)
Attributes: Features 2 (Night vision, soft fur), Heightened Awareness 1, Heightened Senses 2 (Hearing, Smell), Natural Weapons 2 (Claws, Fangs), Regeneration 2 (7 points, as above), Speed 3
Defects: Bane 2 (Gold), Cannot Talk 1, No Arms 2, Vulnerability 1 (Gold Weapons)

Occupational Templates

20 Character Points, With background information

Adept

            The roads to power are rocky and paved with many different kinds of bricks. The Adept is unique amongst those who control Elemental Forces, as their powers spring forth from the internal wellspring of energy within all life. As such, each Adept can only learn certain Elemental Magics, dependant on their race. To sum up, Humans may learn any kind of Elemental Magic (subraces excepted, the Angel-blooded’s High Magic is incompatible, and Half-Spirits can only learn Elemental Magics which resonate with their spirit parents), Air Magic may be learned by Azure Dragons, Earth Magic may be learned by Dwarves, Golems, and Gray Dragons, Fire Magic by Crimson Dragons, Golems, and Ktal-Jin, Light Magic by Elves and Zenith Dragons, Nature Magic by Elves, Lilim and Viridian Dragons, Shadow Magic by Xyx Ktal, Time Magic by all natural shapeshifters (werewolves, werecats, Legion Dragons [if you could find one], etc.), and Water Magic by Teal Dragons.

            Elemental Magic stems from the user’s desire for power, only those of strong will can use it. Adepts tend to be highly individual, with a strong sense of self. In time, long use of Elemental Magic tends to cause Elemental Force related character traits to be strengthened, leading Adepts to be easily described by the Forces they control. Air Adepts are mercurial and flighty, Earth Adepts are strong and enduring, stoic, Fire Adepts tend to have an all-consuming passion and their emotions flare up without warning. Light Adepts are transparent of thought and word, they speak their minds. Nature Adepts have great empathy for all living things, and are nurturing and kind. Shadow Adepts are dark of mind, brooding and unreadable. Time Adepts sometimes experience a fracturing of the mind, each part of their personality gains its own voice, the rest of them are simply social chameleons, remaking themselves to fit into society. Water Adepts tend to go with the flow, but are dangerous when angered.

Attributes: Damn Healthy! 1, Divine Relationship 1, Energy Bonus 2, Magic 3 (Elemental Magic)
Stat Bonus: Soul +4
Skills: Choose One Package: Healer (13 points): Animal Training 1, Biological Sciences 1, Medical 2, Rogue (14 points): Acrobatics 1, Burglary 1, Disguise 1, Stealth 1, Wanderer (15 points): Linguistics 1, Medical 1, Melee Defense 1, Wilderness Survival 1, Warrior Adept (12 points): Ranged Defense 1, Thrown Weapons 1, Unarmed Defense 1
Defects: None, but possibly Ageism, Bane (Oppositional Element), Nemesis (Rival Adept), Vulnerability (Opposition Elemental Force), etc.

 

Blademaster
            Flashing swords and perilous spells mark the Blademaster. Prizing speed and mobility over other forms of protection, Blademasters disdain the use of armor and shields, relying entirely on quick wits and quicker reflexes. Capable of incredibly fast attacks and renowned for their mastery of melee weapons, Blademasters fetch high pay as mercenaries, as common soldiers, trainers, or battlefield commanders.
            There are three schools that train those with the potential to become Blademasters: the Kanno Blades School, run by the shadowy Emperor Lucian; the Tanaka School of Battle Arts, run by the wise and ancient Master Lo; and the Uzuki Kensei School, run by the kind and skilled Brand Uzuki. Each was founded by one of the three pupils of the great Akira Megami, first Blademaster and reputably a powerful Sorcerer. Upon graduation from one of the three schools, the new Blademaster receives his sword, this sword is crafted to fit the Blademaster's fighting style perfectly, and can pierce even the thickest armors.

Attributes: Combat Mastery 1, Extra Attacks 1, Item of Power 2 (Blademaster's Sword), Kensei 1 (Chanbara Master), Lightning Reflexes! 1, Magic 1 (Kensei Magic), Personal Gear 1, Speed 1
Stat Bonus: Body +1, Mind +1, Soul +1
Skills (13 points): Acrobatics 1 (Jumps), Melee Attack 1 (Swords), Melee Defense 1 (Swords)
Defects: Magical Restrictions 1 (Magic is limited if armor is worn)

Dragon Knight
            Dragon Knights are paragons of virtue. Defenders of the weak and the oppressed, Dragon Knights ride their mighty dragons about the land searching for wrongs to right and villains to defeat. Magic weapons and dragonfire are their weapons, and stout plate and flight are their defenses. Dragon Knights are the Guardians of Order, constantly on the move in an attempt to secure peace for the world.
            Unfortunately, their foes are many, and the Dragon Knights have always been few in number. In addition, not everyone has the right qualities to be a Knight; one must be good with dragons, have a strong sense of justice tempered by mercy, be somewhat good with a blade, and be capable of affording to feed a dragon. This combination of wealth and responsibility is rare, so there are few Dragon Knights.
            Those potential Dragon Knights that make it through the screening process are trained in the care, feeding, and training of a young dragon for several years. After they pass a series of basic competence tests in these tasks, they are allowed to enter the Hatchery and wait for a dragon to select them. Fully half of the applicants who make to this stage are never chosen, and become simple dragon handlers or take other jobs around one of the two Dragon Citadels.
            If chosen by a dragon, the new Dragon Knight is allowed to select a design for an Elemental Blade, and must then forge it. The forging of Elemental Blades is a dangerous task, involving raw Elemental Forces which must be tamed by will alone. Elemental Blades are formed of pure Elemental Force, typically they can protect their wielder against hostile attacks by the element of their composition, and can also have other powers, like the ability to appear in the Dragon Knight's hands instantly from wherever it happened to be. If they succeed in this task, they are given a suit of armor (dragons have no ability to protect their riders in flight) and a first quest. The first quest is usually the most difficult, fledgling dragons cannot fly or breathe sustained flame jets, but must be protected during this first quest.
            Survivors are accorded the rank of Dragon Knight, third class, and allowed to leave the Citadel. To gain experience, Dragon Knights are allowed to travel on their own, returning to the Dragon Citadel on their continent only once a year. If the call goes forth for the Knight, he receives the message by the power of his Elemental Blade. Knights are only called in times of great emergency however, and are normally allowed to pursue prosperity and order at their own discretion.

Attributes: Divine Relationship 2, Item of Power 2 (Elemental Blade),Organizational Ties 1 (1 point/level), Own a Big Dragon (OBM) 2, Personal Gear 1
Stat Bonus: Body +2, Mind +1, Soul +2
Skills (15 Points): Animal Training 1 (Dragon), Melee Defense 1, Ranged Defense 1 (Dragon), Riding 1 (Dragon)
Defects: Attack Restriction 1, Conditional Ownership 1

Gunslinger
            Since the end of the War of Thought, the thunder of Ktal firearms have echoed. The Gunslinger, graduate of the secret Ktal-jin school of firearms, is the holder of that thunder. Trained in the use of twin revolvers, single revolver, shotgun, and rifled carbine combat techniques, the Gunslinger is the master of ranged combat. Capable of drawing his weapon and firing before ordinary soldiers can react, Gunslingers are dedicated to law over chaos.           The Gunslingers are trained in a hidden school located in a mountain valley somewhere in the Ktal mountain range. Answering only to the Sovereign Democracy of Grand Ktal, the Gunslingers are sworn to bring justice and order to lawless regions, and to preserve the secrets of the Gunslinger school.
            Respected, feared, and admired for their almost supernatural ability with firearms, a weapon type rare outside of the Ktal mountains, Gunslingers are given (or take) immunity to arrest everywhere they go save in Ktal itself. Serving as a kind of police force, technological sage, and one-man army, Gunslingers usually avoid the larger towns and kingdoms, instead helping to clean up the smaller towns and villages free of exterior control.
            Gunslingers are drawn from all ranks of society, and every race. Ktal-jin are predominant, due to their natural inclination towards technology, as well as their invention of firearms, but anyone who shows aptitude and makes it to the secret Gunslinger school (either led there by another Gunslinger or on their own) will be trained.

Attributes: Defense Technique 1 (Bullet Dodger), Art of Distraction 1, Aura of Command 1, Gun Bunny 4 (Lightning Draw, Two Guns, Any 2), Highly Skilled 1, Organizational Ties 2 (2 points/level), Personal Gear 3
Stat Bonus: Body +2, Mind +2
Skills (24 Points): Gun Combat 1, Linguistics 3, Mechanics 1, Medical 1, Ranged  Defense 1
Defects: None, possibly Attack Restriction, Marked, Nemesis, Wanted, etc.

Mechanist
            The original Mechanists were created by the Technopriests of Grand Ktal over seven hundred years ago, mighty warriors created from a fusion of advanced technology and sorcery. However, the revolt of the Mechanists destroyed much of the Technopriest's advanced technosorcery, and only fragments survived. Modern Mechanists are constructed using experimental techniques developed by the Ktal-jin Technomages. Similar in design to the Mechanists of old, the modern Mechanist is less powerful and requires extensive maintenance to their mechanical bodies. If a Mechanist fails to keep its systems in proper order, they may fail under stress, resulting in embarrassment at the least.
            Typically, Mechanists look like their original human or Ktal-jin bodies (elves and dwarves have yet to be successfully converted), but a few distinguishing features sometimes remain to identify them as Mechanists. The eyes may have a metallic sheen, one or both of the hands or limbs is obviously mechanical (gleaming chrome being the preferred look in Technomage circles presently), a slight whirring noise when they move, etc.

Attributes: Energy Bonus 2, Mechanist Body 4
Stat Bonus: Body +2
Skills (14 Points): Linguistics 1, Mechanics 1, Ranged Defense 1, Unarmed Defense 1
Defects: None, possibly Marked, Hangar Queen, etc.

Psycher

            Masters of the hidden powers of the mind, Psychers are relatively rare, members of a secret discipline handed down since the days of the War of Thought. Originally developed by the Ktal-jin in defense of their homeland (although later discarded in favor of technosorcery) the discipline of Psycher spread into the New Races (dwarves, elves, and humans) from refugees accepted into the Kingdom of Ktal. The Ktal-jin instructed their new citizens in the use of Psycher, and then put them on the front lines of defense along with the Mechanists, although they were intended to only be support units. Even so, the Psycher units had heavy casualties. Psychers can extend their lifespans, a few still remember fighting on the front lines, and as such, most Psychers refuse to train Ktal-jin.

            Psycher abilities tend towards Mind Control, Telepathy, and Telekinesis. However, a wide range of abilities are available (although some of them are restricted to low levels) and many Psychers have become deadly opponents by concentrating on abilities like pyrokinesis (Heavy Armor [Hidden, Optimized (Fire)], Telekinesis [Fire], and Weapon Attack) or by controlling more powerful fighters (Servant). Psycher training does include basic martial arts (Unarmed Attack and Unarmed Defense skills), allowing them to at least defend themselves somewhat if facing an opponent of stronger will.

 

Attributes: Psycher Powers 4 (16 points)

Stat Bonus: Mind +2, Soul +2

Skills (13 Points): Controlled Breathing 1, Linguistics 1, Unarmed Attack 1, Unarmed Defense 1

Defects: None, possibly Awkward, Marked 1 (Psycher Discipline Tattoo), Nemesis (Rival Psycher), etc.

Shadow Knight

            The mortal champions of Sidun (even elves are considered ‘mortals’ to the vampire overlords), Shadow Knights exist only to serve their cruel vampire masters. Gifted with powers and a Midnight Dragon, these dark counterparts to the Dragon Knights operate clandestinely throughout the world under the orders of the vampires.
            A Shadow Knight is trained in a variety of offensive techniques, emphasizing attack over defense, and melee combat over ranged. In addition, each Shadow Knight possesses the Shadow Armor, a suit of supernatural black plate armor which is as tough as dragonscale (although it provides no special protection against Elemental attacks). A dark and secret ritual empowers the Shadow Knight to utilize the secret magics of the vampires, at the price of their very soul.
            Cursed with the thirst for blood like their masters (Shadow Knights must consume at least one pint of blood after any day they use Vampire Magic) and tormented by nightmares of the punishment for failure, Shadow Knights do everything in their considerable power to fulfill their missions. Their Midnight Dragons remain loyal to the Vampire Noble who controls the Knight, and are allowed to inflict the punishments for failure. As such, Shadow Knight is not a suitable template for PCs, unless playing an anti-hero or all-Sidun game.

 

Attributes: Highly Skilled 1, Item of Power 3 (Shadow Armor), Magic 1 (Vampire Magic), Own a Big Dragon 4 (Midnight Dragon), Personal Gear 1

Stat Bonus: Body +2, Soul +1

Skills (23 Points): Melee Attack 2, Melee Defense 1, Ranged Defense 1, Thrown Weapons 1

Defects: Conditional Ownership 1, Magical Restriction 2 (Half Power During The Day), Marked 1 (Clan Tattoo), Owned by a Vampire 2 (Vampire Noble), Recurring Nightmares 2, Special Requirement 1 (Blood), Vulnerability 1x2 (Light Attacks, Silver Weapons)

Item of Power (Shadow Armor): Heavy Armor 2, Summonable 2 (Summoning Object 1 [Medallion])

 

Shaman

            Shamans are those born with the Second Sight (Sixth Sense-Sense Magic, Sense Spirits) who actively embrace the Spectral Levels, the world of Spirits. All of the various races have individuals with the Second Sight, although not all of them decided to follow the path of the Shaman. Spirits can sense individuals who can see them, however, and may end up forcing the character along this path anyway.

            As Shamans can communicate with spirits easily, they tend to form bargains with various spirits to gain various powers. This is represented by Shamanist Magic, which allows the Shaman to open themselves fully to the Spectral Levels, forming a conduit that allows spirits to possess the Shaman and grant them skills and abilities the spirit possesses.

            Shamans use dance and ritual chants to open themselves to the Spectral, some also take hallucinogenic drugs or practice meditation and purification techniques. This may lead to an addiction (Special Requirement [drug or purification rituals]). A rare few Shamans have achieved a state of close oneness with the Spectral Levels, and can allow spirits to possess them with but a thought.

 

Attributes: Magic 4 (Shamanist Magic), Sixth Sense 4 (Empathy, Sense Magic, Sense Spirits, Any)
Stat Bonus: Soul +2
Skills (12 Points): Cultural Arts 2, Medical 1, Performing Arts 2
Defects: Magical Restrictions 2 (Needs Spirit Bargain to use Metamorphosis)

Skulker
            Assassin, thief, or spy, Skulkers are all members of the Brotherhood of Midnight, founded in the days of ancient Mu. Skulkers tend to be loners, assassins work best alone, thieves aren't usually trusted, and spies can trust no one. However, the Brotherhood does have means of identifying fellow members.
            The first is the secret code, a complex system of ciphers and codes that has never been written down and never cracked by a non-Skulker. Skulkers who betray the Brotherhood do not live long enough to teach anyone else. Words of the secret code can be inserted into ordinary conversation without undue notice, and the appropriate response can determine membership status. The second is more risky, involving the display of the Brotherhood scars, a set of lines of scar tissue along the left hand, which do not impair function. This method has been discovered by some authorities however, and can be faked or disguised by sorcery.
            The final method involves the poison Bloodboil, and is riskiest of all. The poison is delivered to the suspected member in the form of a trap, if they manage to disarm the trap and neutralize the poison (which may be somewhat safely ingested, causing mild stomach pains), then they obviously know some of the Brotherhood's secrets. Bloodboil is a weapon coating poison, a wound contaminated by Bloodboil will continue to bleed. If the wound is stitched or bound shut, bleeding may continue, and the victim will experience a terrible fever.

Attributes: Art of Distraction 1, Heightened Awareness 1, Highly Skilled 1, Massive Damage 1, Organizational Ties 1 (1 point/level), Personal Gear 2, Stealth 2 (Any two types, 2 points/level), Weapon Attack 2 Bloodboil Poison 15 damage (Burning, Linked (Attack), No Regeneration, Limited Shots (3), Toxic)
Stat Bonus: Body +1, Soul +1
Skills (24 Points): Burglary 1, Linguistics 1, Poisons 2, Stealth 2, Urban Tracking 1
Defects: Marked 1, Skeleton in the Closet 1

Sky Captain

            Airships ply the skies of the southern continent. The Sky Captain commands one of these vessels of the sky. He may work for the forces of Oak Cove and the Mystic Circle of the Tornado, he may be independent, he may work for one of the Trader's Guilds, or he may serve under Hermund Faust, air pirate and all around nice fellow.
            Sky Captains are selected for their leadership abilities, and usually work their way up to Sky Captain doing other work, such as rigging sails, tending engines, or manning the helm. Oak Cove prefers to have Sorcerers captaining their airships, although this is not necessary for non-military ships.
Attributes: Art of Distraction 3, Aura of Command 3, Flunkies 5 (Crew), Highly Skilled 1,
Own a Big Mecha 1 (Airship), Servant 4 (First Mate)
Skills (13 Points): Artisan 1, Boating 1 (airship), Mechanics 1, Navigation 1 (Air), Ranged Defense 1
Defects: None, possibly Conditional Ownership, Marked, Nemesis, Red Tape, Wanted, etc

Sorcerer
            Students of Elemental Force, Sorcerers pursue incredible powers for their own reasons. The practice of Sorcery is usually not draining, when used within reason. Almost all Sorcerers possess a Power Battery, which is an external device (usually their Focusing Staff) that stores excess Elemental Force within it for the Sorcerer's later use. If the Power Battery is exhausted, then the Sorcerer must deplete his own energies channeling raw Elemental Force to make spells.
            Sorcerers are trained in one of the Eight Schools: the Mystic Circle of the Tornado (air), the Ancient School of Enduring Stone (earth), the Ancient Order of All-Consuming Flame (fire), the Eldritch College of Revealing Light (light), the August University of the Green Cycle (nature), the Unbroken Circle of Eternal Night (shadow), the Moebius Order (time), and the Grand College of Undying Waves (water). Each of the Eight Schools teaches the young Sorcerer to control their key element, which becomes that Sorcerer's Aspect. While spells using other elements, even opposing ones, are possible, the Sorcerer will never feel comfortable relying on another Elemental Force. Some Sorcerers even refuse to learn spells involving other Elemental Forces, they become powerful within their Aspect, but weak, almost laughable, without it.
            Sorcerers require their Focusing tool (usually a staff, but scythes, halberds, spears, and even swords have been used) to work any sorcery at all. The Focusing tool reduces the drain on the Sorcerer, but he becomes dependent on this, typically believing (and usually instructed) that the Focusing tool is necessary for sorcery of any kind. Focusing tools typically become more elaborate as time passes, as Sorcerers add additional Elemental Stones (required to use the item as a Focus) as they pick new elements and as they add more enchantments to the Focusing tool. The first enchantment, this one bestowed by their school, is the Power Battery (Energy Bonus 1-5), but Sorcerers typically add some attack and defense spells (powered entirely by Elemental Stones) as a backup after they gain more experience. In addition, certain spells only work when placed in an external object, so those are also commonly enchanted.

Attributes: Highly Skilled 2, Item of Power 2, Magic 2, Personal Gear 2, Sixth Sense 2 (Detect Magic, Sense Spirits)
Stat Bonus: Mind +1, Soul +3
Skills (26 Points): Linguistics 2, Melee Defense 1, Physical Sciences 1 (Thaumaturgy), Ranged Defense 2, Thrown Weapons 1
Defects: Magical Restrictions 2

Technomage

            Seeker of lost knowledge, the Technomage is a tinkerer, an experimenter, and a scholar. Technomages are priests of the Ktal Temple of Technology, a religious order dedicated to the preservation and creation of knowledge of the workings of the universe. Not all priests of the Temple are Technomages, but a good number of them walk this path, many of the others are Gunslingers, the remaining few are administrators, better suited to the sedentary life of the main Temple.

            The priests of the Temple are, however, the only organization which possesses the knowledge to train new Technomages, and they jealously guard the ancient texts, written in the Temple language. Sadly, the Temple has lost what little influence it had with the world at large, fewer children are sent to the Temple every year, and the tithes grow thin. In response to this, the Temple has established the Itinerant rank, newly ordained priests must travel the world for two years, spreading the light of reason.

            The typical Itinerant carries a veritable hardware store of tools and gadgets at all times, and some are even capable of redesigning their equipment during combat, allowing them to always be prepared to handle a new situation. The character's Personal Gear and Item of Power attributes represent a pool of points they may reassign at a speed dependent on their Mechanical Genius attribute, Ktal-jin have a slight advantage in this, in that they receive one level of Mechanical Genius with their racial template (the levels stack).

            In addition, Technomages are the only Occupational Template capable of learning the Computers and Electronics skills in this setting (both costing 2 points/level, with standard specialties), which represents their knowledge of ancient Technosorcery equipment operation and repair.

 

Attributes: Highly Skilled 2, Item of Power 3 (May be swapped for OBM 1, IoP 1), Mechanical Genius 4, Personal Gear 2

Stat Bonus: Mind +2

Skills (33 Points): Artisan 1, Biological Sciences 1, Computers 1, Electronics 1, Linguistics 2 (Old Mu, Temple), Mechanics 4 (Technomancy) [This includes bonus from Mechanical Genius], Physical Sciences 3, Ranged Defense 1 (Personal), Social Sciences 1

Defects: None, but possibly Ageism (Child prodigy), Amnesia (Mild, due to a lab accident), Easily Distracted, Marked (Scarred from numerous explosions), No Sense of Direction, One Arm (See Marked), Sensory Impairment (See Marked), Sensory Overload (For serious Bookcats), etc

New/Revised Attributes

Defense Technique (Special: Universal, 2 points a level)

            This attribute is possessed by characters who have undergone an advanced training regimen, possess defensive cybernetics (Mechanist parts), or have a supernatural ability in a particular defensive ability. Each level of Defense Technique allows a character to pick one defense ability granted by this attribute. A defense ability may be taken twice, in which case the character may use it to defend both others and themselves, otherwise, it only works on either themselves or on others, which must be specified when the ability is taken.

 

Bodyguard- The Bodyguard ability allows a character to defend others against any type of attack by interposing their own body between the other character and an attack. Typically, this is used as a last ditch defense once another character’s Defense Roll has failed. The Bodyguard character gains a -4 bonus to his Defense roll to interpose his body in the way. If the Bodyguard character dies as a result of the attack, the original target takes the remainder of the damage. If purchased twice, the character gains the ability to make an actual Defense roll for themselves when defending another, giving them the opportunity to negate the attack. Either way, this is considered a single Defense. Sadistic GM’s may require players to shout “NOOOOOOO!” when they use this ability.

 

Bullet Dodger- This defense ability represents a character who can dodge or deflect bullets by intense training in agility and ballistics, heightened reflexes, or a supernatural power to slow time. Characters with Bullet Dodger receive a -4 bonus to Ranged Defense rolls involving physical projectiles, this gives no bonus against Area, Quake, or Spreading attacks unless a physical projectile is present in the attack. When used to defend others, this ability counts as an Attack.

 

Nimble- Nimble characters can completely dodge Area attacks with a successful Defense roll, even if this makes no sense. They have a nearly (or actually) supernatural ability to find sufficient cover in any situation to hide behind, or can throw themselves flat to avoid shock waves when literally no cover is available. When used to defend others, this ability counts as a non-combat action, although it may, at the GM’s options, be considered a Defense if cover is nearby.

 

Slippery- Similar to Elasticity, but well, slick. Characters who are Slippery receive a -4 bonus against Wrestling attacks (Pins, Chokes, Grabs, etc) and attacks with the Flexible Ability. In addition, Slippery characters receive a -4 bonus to Sleight of Hand checks used to escape bonds. This ability may only be taken once, and may not be used to defend others without an extremely odd description (in this case, it may be taken twice, with GM’s permission).

 

Unconscious Defender- Suitable mostly for comedic or over-the-top games, an Unconscious Defender is allowed the option to defend against any attack directed against them or others, even when sleeping, tied up, or otherwise incapacitated (although certain forms of the Incapacitating attack may nullify this). This counts as two abilities if taken for themselves or others, and three abilities if usable on both themselves and others.

 

Vicious Parry- Typically only possessed by practitioners of brutal fighting styles, Vicious Parry allows the character to turn an attack made against them or others back upon the attacker. Bonuses for Massive Damage or Focused Damage from the initial attacker do not apply, but those attributes which the character possesses do apply to the damage. In addition, if the character rolls a natural 2 for Defense, this counts as a critical hit to the initial attacker. This ability counts as two abilities, and costs four abilities to purchase twice. When used to defend others, this counts as an Attack.

 

Level 1: The character has one defense ability.

Level 2: The character has two defense abilities.

Level 3: The character has three defense abilities.

Level 4: The character has four defense abilities.

Level 5: The character has five defense abilities.

Level 6: The character has six defense abilities.

 

Duplicate (Special: Paranormal, Technological, 2-4 points a level)

This attribute represents the ability, either through magic, high technology, or psionics to create clones of the character at will. These characters will act identically but independently of the producing character, and have equal abilities (although the duplicates cannot themselves create more duplicates) to the main character. It is recommended that the GM control the duplicates, although the player should be allowed at the minimum to suggest actions for the duplicates to undertake.

At two points a level each duplicate shares Health and Energy Points with the main character (or has a separate total created by dividing the current totals by the number of duplicates plus the main character). At three points a level the duplicates have their own Health Points equal to the main character's at the time of duplication, but share Energy Points with the main character. At four points a level the duplicates have separate Health and Energy Points from the main character.

 

Level 1: Twin- One Duplicate

Level 2: Triplets- Two Duplicates

Level 3: Quadruplets- Three Duplicates

Level 4: Quintuplets- Four Duplicates

Level 5: Sextuplets- Five Duplicates

Level 6: Septuplets- Six Duplicates

 

Exorcism (Revised, 3 points/Level)

            In addition to standard Exorcism, characters with the Exorcism attribute may attempt to counter enemy spellcasting. A successful Soul Stat Check by the exorcist and a failed one by the opponent will disrupt the spell. No additional energy is lost in this case by either party, although a disrupted spell still costs the Energy Points it would have consumed if cast. If using Sorcery, the requisite Elemental Stone (that of the Element in opposition to the spell: Light-Shadow, Air-Earth, Fire-Water, and Nature-Time are the opposition pairs) is required, with other Magics, it is assumed the character can call upon the correct Element to disrupt the spell (except Vampire Magic, which subverts and destroys nonLight spells, and disrupts Light spells normally). When using Exorcism in this manner, characters only receive a bonus to their Soul Stat check if the level of Exorcism exceeds the level of the attribute being disrupted (and then only a -1/+1 per level in excess). Characters may not use Exorcism against attributes of a higher level than their Exorcism attribute. When used against existing spells where the caster is not present (or against Items of Power), the GM should assign an innate resistance based on the caster’s Magic Attribute and Soul Stat, which manifests as a penalty to the Soul Stat Check by the Exorcist.

Force Field (Revised, standard costs)

            Alternate Force Fields may be purchased for 2 points at the same level, and 1 point at any lower level, in the same manner as Weapon Attack. Force Fields purchased via the Magic Attribute consume energy as if they had been purchased for full cost. Example: A Level 2 Alternate Force Field will cost 4, 6, or 8 energy points dependent on whether it is a wall, form-fitting, or area, respectively.

            New Ability-Reflective: A reflective force field creates a mirror-like effect around the owner, allowing her to bounce back attacks which do not penetrate at the attacker. This ability costs 3 levels.

 

New Gun Bunny Ability- Blind Shooting

            Characters with Blind Shooting suffer no penalties for visibility (darkness, smoke, invisible opponents, cover), as long as they have some other way of sensing the opponent (hearing, smell, Sensors, Sixth Sense, etc).

 

Lightning Reflexes! (Normal, 1 point/Level)

            Characters with this attribute have inhumanely fast reaction times. This is represented by a bonus to Initiative rolls, and, at high levels, a bonus to Defensive Combat Value. Note that this attribute may be combined with Extra Attacks and Speed to represent a truly superhumanly fast character.

 

Level 1: The character gains a +1 to Initiative.

Level 2: The character gains a +2 to Initiative.

Level 3: The character gains a +3 to Initiative.

Level 4: The character gains a +4 to Initiative and a +1 to Defensive Combat Value.

Level 5: The character gains a +5 to Initiative and a +1 to DCV.

Level 6: The character gains a +6 to Initiative and a +2 to DCV.

 

Magic (Standard cost, notes)

            For ease of record-keeping, lump each set of Magic under its broad type. Sorcery, and Elemental Magic are the two main broad types, although Kensei and Shamanist Magics are considered specialty types outside of the two main broad types. Elven and Vampire Magics may be considered either variant types of Elemental Magic, or their own specialty types, at the GM’s option.

 

Mechanist Body (Special: Technological, 4 points/Level)

            This attribute represents a series of mechanical upgrades to the character. While BESM Revised states that cyborg characters should simply purchase attributes of a technological nature, some players may desire a sub-attribute solution instead.

Characters with Mechanist Body suffer from some innate limitations, such as reduced Energy Points, the need for maintenance, and skilled mechanics to perform repairs to damaged systems. Characters may not purchase Energy Bonus with Mechanist Points, but must retain a positive Energy Point total. Mechanists may otherwise purchase any Technological and Normal Attributes they wish, and other Special Attributes, subject to GM approval.

Any character who possesses Mechanist Body and takes more than Shock Value damage from any source, must make a second Stat check, based on Body, to avoid System Damage. System Damage shuts down one randomly determined sub-attribute purchased with Mechanist Body, and can only be restored by a mechanic. A Mechanist can suffer from multiple System Damages, and each must be repaired separately.

 

Level 1: The character has 10 Mechanist Points, in addition, the character has 10 fewer Energy Points than their Stats and Energy Bonus Attribute indicates.

Level 2: The character has 20 Mechanist Points, in addition, the character has 20 fewer Energy Points than their Stats and Energy Bonus Attribute indicates.

Level 3: The character has 30 Mechanist Points, in addition, the character has 30 fewer Energy Points than their Stats and Energy Bonus Attribute indicates.

Level 4: The character has 40 Mechanist Points, in addition, the character has 40 fewer Energy Points than their Stats and Energy Bonus Attribute indicates.

Level 5: The character has 50 Mechanist Points, in addition, the character has 50 fewer Energy Points than their Stats and Energy Bonus Attribute indicates.

Level 6: The character has 60 Mechanist Points, in addition, the character has 60 fewer Energy Points than their Stats and Energy Bonus Attribute indicates.

 

Organizational Ties

            The following organizations may be selected, the Brotherhood of Midnight (5 levels maximum, 1 point/level), either the Northern or Southern Dragon Knights (4 levels maximum, 1 point/level), and the Gunslingers (1 level maximum for non-Gunslingers, 6 levels maximum for Gunslingers, 2 points/level). Some Shamans have the ability to claim hospitality in a variety of places, this is equivalent to level 1 Organizational Ties at 1 point/level, and even powerful Shamans rarely exceed this limit.

 

OBM (Own a Big Mecha) (Revised, 4 points/Level)

            While this attribute functions almost exactly as written in BESM Revised, it deserves some mention in this section for several reasons, the first being the alteration of living mecha. In this setting living mecha are Dragons (see section on Dragons) and they advance by both age category (levels of OBD) and personal experience (the GM should award character/skill points to the character’s dragon at whatever level they feel is reasonable). In addition, Dragons do not possess the AI attribute, but still possess Stats, which are purchased directly. Also, Dragons (unless they take the Unskilled Defect) will possess skills.

            Other types of mecha include Airships and technomagic constructs (mostly ancient artifacts). Typically, Airships are owned by Sky Captains, but other types are gained through play. These mecha operate via normal rules, although some Ancient Artifacts may possess the Dynamic Sorcery attribute, in defiance of standard rules. Characters may not begin play with Ancient Artifact Mecha without GM’s permission.

 

Psycher Power (Special: Paranormal, 4 points/Level)

            This attribute represents the special abilities of Psychers in this setting. Psychers may purchase powers from the Psycher Powers list (later in this document) but must roll a Mind Stat check for all their Psycher Powers (with a bonus dependent on level, and suffer from Backlash if their abilities fail. Psychers do not need to speak, use gestures or items, or otherwise give external indications of their powers besides the effects themselves.

            Backlash is the bane of Psychers, any time a Psycher Power fails his Mind Stat roll to activate his powers, he suffers a Backlash. Backlash is typically Energy Point damage, but at high levels of ability, damage is Health Points as well (this damage does not cause Critical Injuries, and thus does not need to be checked against Shock Value). Also, during a Backlash episode (which lasts until the character regains their lost Energy and Health) the Psycher cannot use his Powers at all without suffering additional Backlash damage (1/5 of initial Backlash damage). If, for some reason, the character suffers another Backlash during an Episode, they lose all Psycher Powers until they heal fully all Backlash damage.

 

Level 1: The character has 10 Psycher Points. Backlash inflicts 5 Energy Points of damage.

Level 2: The character has 20 Psycher Points. Backlash inflicts 10 Energy Points of damage.

Level 3: The character has 30 Psycher Points, in addition, they gain a -1 Bonus to Mind Stat Rolls to activate their Powers. Backlash inflicts 15 Energy Points of damage.

Level 4: The character has 40 Psycher Points, in addition, they gain a -2 Bonus to Mind Stat Rolls to activate their Powers. Backlash inflicts 20 Energy Points of damage.

Level 5: The character has 50 Psycher Points, in addition, they gain a -3 Bonus to Mind Stat Rolls to activate their Powers. Backlash inflicts 5 Health Points and 25 Energy Points of damage.

Level 6: The character has 60 Psycher Points, in addition, they gain a -4 Bonus to Mind Stat Rolls to activate their Powers. Backlash inflicts 10 Health Points and 30 Energy Points of damage.

 

Shape Change (Revised, 2-3 points/Level)

            This attribute at levels 1 and 2 works exactly as written in BESM Revised (p66-67). However, additional levels are required to represent the feats of shapeshifting used by some characters.

 

Level 3: The character can induce radical physical changes, altering apparent age (by any amount), height by up to 40%, and apparent weight by any amount plausible. The character may increase or decrease Appearance by up to three levels, as well as add or subtract the Marked Defect and Natural Weapons.

Level 4: The character can induce physical changes beyond natural law, assuming the shape of any natural animal (supernatural creatures, such as dragons or griffins, cannot be copied with this level), although the character will suffer penalties as they learn the new shape’s abilities. The character may increase or decrease Appearance by up to four levels, as well as possessing the capabilities of level 3.

Level 5: The character possesses the capabilities of level 4, but can now effortlessly mimic the abilities of the animal form they assume, taking no penalty. They can now also assume the forms of supernatural creatures, but cannot duplicate their special powers. The character may increase or decrease Appearance by up to five levels as well.
Level 6: The character has achieved primal Shape Change capabilities, and can assume the forms and powers of anything which they have seen or heard of ever. The GM has final say on what abilities hybrid or imaginary forms will possess, but the character can assume and utilize those abilities without penalty. The character may also increase or decrease Appearance by any level.

New Defects

Amnesia
            For some reason, the character doesn’t remember who she is. This may be because of suppressed memory, a blow to the head, or even psychic attack or brainwashing. Because of this, a portion of the Character Point allotment is reserved for the GM’s usage, to represent the character’s mysterious past. Or the GM may add ‘hidden’ defects such as Cursed, Involuntary Physical Change, Nemesis, or Wanted and use them to fill the character’s required percentages.

            1 BP: 5-10% of starting character points reserved. The character’s amnesia is mild.

            2 BP: 15-20% of starting character points reserved. The character has severe amnesia.

 

Bad Swimmer

            The character possesses a body type that is too dense to float, and thus cannot swim well. This defect is part of the Dwarven Racial Template, although some others may have it as well. Unlike other Defects, Bad Swimmer has only one level.

            1 BP: The character suffers a +4 penalty to Swimming checks to stay afloat or reach the surface.

 

Berserker

            A spirit of rage and destruction lives inside of the character, causing them to lose control in combat. She attacks friends and foes alike in a mindless rage, seeking only destruction and death. In addition, berserk characters automatically succeed at Shock tests, but do not know how much damage they have received in combat until they snap out of it. Berserk characters may only use the ‘Full Attack’ option, although they can make called shots to strike for vital points. Super Strength and Damn Healthy! can be tied to this Defect, to represent a character who becomes incredibly strong and tough when enraged.

            Berserk rage is triggered by entering combat with hated foes, sustaining a certain level of damage, or it can be unleashed at will. It is, however, difficult to end until everything on the field is dead or destroyed. Any time a Berserker is about to attack an ally, a Soul stat check is made, with a penalty listed below.

            1 BP: Twice Shock Value in damage has been received, -2 Bonus to activate willingly, +2 penalty to stop. The character has some rage issues.

            2 BP: Shock Value in damage has been received, -4 Bonus to activate willingly, +4 penalty to stop. The character is a demonic force in combat.

 

No Sense of Direction

            A Defect best suited for comedic games, a character with No Sense of Direction is always hopelessly lost. Due to an inability to remember directions properly, confusion about which direction is which (an inability to tell left from right, for example), or something completely unexplainable, when they’re traveling alone it is difficult for the character to get anywhere they haven’t been before. In comedic themed games, this Defect leads to severe warping of space and time, characters end up walking to other continents on their way to a new school. In more serious games, they just end up in places where no can figure out how they got there while trying to reach their destination.

            This Defect does not preclude the character learning Navigation or Tracking skills, it simply prevents them from using said skills well in real world applications. This does not preclude the usage of these skills in planning, but a map prepared by the character will still be mostly useless to them.

            1 BP: The character suffers +2 penalty to all Mind Stat and Skill Checks involving travel from one place to another. This includes traveling through wilderness areas, mazes, and crowded urban environments. This penalty can also apply to other dimensions if normal physical laws apply.

            2 BP: As above, but all penalized Checks are made with a +4 penalty. In addition, even if successful, the trip will take significantly longer and may involved dead ends and other navigational hazards.

 

Sensory Overload

            The character’s senses have a low tolerance for input. This may be because of Heightened Senses, a permanent chemical imbalance, or faulty replacements by cybernetics or magic. Loud noises, bright lights, or strong odors can affect the character’s abilities. Flare attacks resisted by Body Stat have cumulative penalties with this Defect’s, if applicable. This defect may be taken multiple times to represent extreme cases of Sensory Overload.

            1 BP: One of the character’s primary senses is prone to weakness around strong stimuli. A Body Stat Check with a +2 penalty must be made to avoid a +2 penalty to all die rolls while in the presence of the stimulus. Alternately, all secondary senses may be affected as above.

            2 BP: One of the character’s primary senses is prone to extreme weakness around strong stimuli. A Body Stat Check with a +4 penalty must be made to avoid a +4 penalty to all die rolls while in the presence of the stimulus. Alternately, all secondary senses may be affected as above, or all primary senses may be affected as per the 1 BP version.

 

Wanted

            Someone who is Wanted must choose which organization, country, etc is currently after them. The following organizations are capable of placing Wanted 2 status on a character and whether they have a capture or kill policy on rewards; the Brotherhood of Midnight (kill only), the Eight (either), either the Northern or Southern Dragon Knights (capture only), any of the three Blademaster schools (either), the Gunslingers (capture except in extreme cases), Sidun (kill only), and Jarna (either). Those countries associated with the Eight or the three Blademaster schools may issue bounties equivalent to Wanted 2 by going through said organizations. All other countries, organizations, etc either do not post rewards, or are incapable of posting large enough rewards to attract the level of attention that Wanted 2 gathers. Typically, Wanted 1 is equal to a bounty of no more than a hundred matins, and is usually much less than that sum, a few matins and some coppers. Wanted 2 is any amount above that, and has no real upper limit. The highest bounty currently offered is by the Eight for Hermund Faust, payable upon delivery, of five hundred thousand matins dead, or a million alive.

 

Wild Magic

            Typically only suffered through by characters with the Dynamic Sorcery attribute, Wild Magic represents the force of High Magic which must be held under sharp restraint, but the character isn’t very good at doing so. In any stressful situation, a character with Wild Magic may accidentally unleash their power (by failing a Soul Stat check), causing any effect up to the full level of the character’s Dynamic Sorcery attribute (limited by their current Energy Points). This continues, the Wild Magic blazing out of control, until the character manages to restrain their power once more (by succeeding at a Soul Stat check), or collapses, out of energy (Dynamic Sorcery use continues, draining Energy Points until the character has no more Energy Points left to spend). The effects of Wild Magic should not be obviously beneficial to the character, but a clever player may be able to find some use for particularly odd effects.

            1 BP: +2 to the Soul Stat check to control or restrain their power when unleashed unintentionally. The character has the odd problem with their powers.

            2 BP: +4 to the Soul Stat check to control or restrain their power when unleashed unintentionally. The character struggles to control their powers, a true force of chaos.

 

Full Template: Fledgling Noble Vampire (28 Points)
            Noble Vampires come from Sidun, where they rule over the humans who live there by their power. Noble Vampires were originally created by the Demons of Shadow during the War of Thought to be the generals of their bestial armies of Orcs, Wolfen, and undead. These first Nobles are today the Clan Elders, almost invincible monsters of incredible power.
            These Clan Elders sought to increase their numbers, and did so by the fusion of Shadow Elemental Spirits of the vilest darkness with human corpses, raising them as new Noble Vampires. Unfortunately, these new Noble Vampires had an unforeseen vulnerability to sunlight, so instead of equals, they were considered the vassals of the Clan Elders, who established a rigid hierarchy based upon the power a Vampire could display.
            As time passed, these new Vampires created their own offspring by the same method as their Elders, and the practice continues to this day. A new Noble Vampire is reborn into his unlife as a Fledgling, the weakest of his kind. As he gains in power, he is awarded the title of Knight or Retainer (based upon his skills), and may progress to the lofty heights of Duke, Earl, or even Count. Earls and Counts are considered by Vampire hunters to be Noble Vampire Lords, having shed their weakness to sunlight with eternal shadows.
            Fledgling Vampires are powerful creatures in their own right, possessing superhuman strength and great agility. They retain a functional memory of their previous existence, allowing them to speak and react normally, but no actual memories. They recover quickly from most injuries, and can bend the minds of the weak-willed to obey them in some things. In addition, their sorcerous natures allow them to work a lesser form of Vampire Magic which allows them many powers. In addition, they can create Thrall Vampires by draining a human of all blood, and feeding the human a small amount of their blood just before death. The corpse rises a few days later as a Thrall Vampire, slave to the Fledgling’s will.
            Some Fledglings are unusual, they somehow retain more memory than usual, having a shadowy recollection of the life of the corpse they have occupied. The process of investure went subtly wrong for such Vampires, in time they believe that they are the human whose body their Sire stole from its grave. Such an aberration is not tolerated, typically the Fledgling is destroyed by its Sire, but they sometimes escape. Insane, they attempt to regain or recreate the mortal existence of their host body. However, the creation process, even when fully successful, has altered the Vampire in such a way that it is no longer recognizable as the original human, their features become more harsh, achieving a dark perfection and cruel beauty.
            Typically, Fledgling Noble Vampires join adventuring parties to gain valuable experience of the world outside Sidun, to obtain better quality of food (blood), or to seek powerful sorceries with which to challenge their superiors. The template listed below is a suitable one for an adventuring Vampire, a spy, renegade, or one who has gone mad. Fledglings must have 1 pint of blood every day to fuel their Regeneration and Super Strength attributes, if they don’t use them, they have no need to feed, although they may desire to do so (this is equal to inflicting half of a character’s Shock Value in damage to them with fangs to feed).
Attributes: Appearance 1, Contamination 3 (Hard, Thrall Vampires), Damn Healthy! 1, Features 1 (Night Vision), Heightened Awareness 1, Heightened Senses 1 (Smell), Magic 1 (Vampire Magic), Mind Control (4 points/level) 1, Natural Weapons 1 (Fangs), Personal Gear 1, Regeneration 2, Super Strength 1
Stat Bonus: Body +2, Mind +1, Soul +1
Defects: Bane 1 (Sunlight), Skeleton in the Closet 2 (Vampire), Special Requirement 1 (Blood), Vulnerability 1 (Poisons)
Skill Packages: (Pick One) Hunter of Men (14 skill points), Burglary 1, Disguise 1, Stealth 1, Urban Tracking 1.
Cultured Predator (14 skill points), Cultural Arts 1, Gaming 1, Performing Arts 1, Riding 1, Seduction 1, Visual Arts 1.
Warrior of the Night (15 skill points), Military Sciences 1, Ranged Defense 1, Unarmed Attack 1, Unarmed Defense 1.
Dark Drifter (16 skill points), Animal Training 1, Linguistics 1, Medical 1, Wilderness Survival 1, Wilderness Tracking 1

 

Non-Adventuring Occupational Templates

            These Templates tend to be possessed by NPCs, although nothing prevents a PC from being a member of one of these occupations. It should be noted that some of these are Zero Cost templates, and it is recommended that PCs only take one non-adventuring template of this type, to prevent the ‘super-powered mutant‘ effect. Unlike the standard templates, these are designed for the ‘average’ character (which is a character with a 4 Body, 4 Mind, 4 Soul, standard racial template, and the Defect Unskilled 2), so PCs are free to ignore the Highly Skilled attribute if they have enough free skill points.

 

Doctor/Healer (Zero Cost Template)

            Your standard physician/midwife/herbalist, this template represents those who have taken up the medical profession. No major medical schools exist, as Elven Magic, Nature Magic, and Nature Sorcery have greatly reduced the need for traditional medicine. There are, however, people who distrust the use of Elemental Force in the healing process, usually in larger cities.

Attributes: Highly Skilled 2

Defects: Attack Restriction 2 (Hippocratic Oath)

Skills (20 Points): Biological Sciences 3, Medical 3, Social Sciences 2

 

Mechanic (3 Points)

            Not to be confused with Mechanist, a mechanic is someone who repairs steam engines and technomagic devices for a living. They tend to be straight-forward, honest people who speak their minds, but are more comfortable with machines than other people. This template also works for blacksmiths, in more primitive areas.

Attributes: Highly Skilled 1, Personal Gear 2 (various tools and spare parts)

Defects: None

Skills (10 Points): Artisan 1, Mechanics 2

 

Mercenary (3 points)

            Mercenaries are the step between the powerful Blademasters and the common soldiers. Holding allegiance to no one nation and seeking profit above all else, the average Mercenary lives a relatively boring life of garrison duty at border outposts. Although some mercenary armies do have some loyalty to their employers, most would gladly sell out their employers for enough profit.

Attributes: Highly Skilled 2, Personal Gear 1 (Whatever weapons and armor they can scrounge up)

Defects: None

Skills (20 points): Business Management 1, Melee Attack 1, Melee Defense 1, Ranged Defense 1, 1 other 4 point Combat skill

 

Police (Zero Cost Template)

            Present only in larger towns, the police exist to preserve law and order. Similar to the soldier, except usually trained to fight with hands and feet instead of weapons, which can be easily lost or stolen. Your typical member of the police is knowledgeable about a variety of local topics, keeping one ear to the pulse of the street is the only way for an honest cop to stay alive.

Attributes: Highly Skilled 3

Defects: Attack Restriction 2 (People not committing crimes), Red Tape 1 (paperwork)

Skills (30 Points): Burglary 1, Interrogation 1, Law 1, Police Sciences 1, Stealth 1, Unarmed Attack 1, Unarmed Defense 2, Urban Tracking 1

 

Scholar (4 Points)

            Dedicated to the pursuit of knowledge, Scholars usually live in or nearby a library or ancient ruin and tend to know a great deal about various things. It should be noted that the Scholar’s levels of Highly Skilled are not fully spent, the remainder of the points should be dedicated to the Scholar’s area of expertise.

Attributes: Highly Skilled 6

Defects: Not So Tough 2

Skills (18 Points): Cultural Arts 1, Linguistics 2, Medical 1, Physical Sciences 1, Police Sciences 1, Social Sciences 1, Writing 1

 

Sky Pirate (2 Points)

            Piracy requires a different set of skills from those of the regular sailor. Skill with weapons is needed for the inevitable fights (although most ships surrender outright when they see the Wolf raised, other pirates don’t have it so lucky). This template applies to Airship-based piracy only, water-based pirates died out during the Pax Magus.

Attributes: Highly Skilled 3, OBM 1 (1 point, applied towards Pirate vessel)

Defects: Attack Restriction 1 (Other Pirates), Wanted 1

Skills (22 points): Acrobatics 1 (Rope work), Boating 1, Heavy Weapons 1 (Gunnery or Launchers), Linguistics 1, Melee Attack 1 (Swords), Navigation 1, Urban Tracking 1 (Underworld)

 

Sky Sailor (1 Point)

            While not strictly a non-adventuring template, your average Sky Sailor does serve under a Sky Captain, so they’re less likely to see action outside of an attack on their vessel. The template listed below is suitable for most sailors of any sort, although water-based shipping is on the decline, as airships are both faster, and ‘cooler’.

Attributes: Highly Skilled 1

Defects: None

Skills (10 points): Boating 1, Cooking 1, Linguistics 1, Navigation 1, Swimming 1

 

Soldier (Zero Cost Template)

            Your average professional soldier, outfitted with sword, shield, suit of mail, and polearm. Typically, soldiers serve as both armed forces and police in smaller communities (small town soldiers add Police Sciences), while your average Militia will have the Attributes, but none of the skills, listed with this template.

Attributes: Highly Skilled 1, Personal Gear 1 (Light Mail, Shield, Short Sword, Spear)

Defects: Attack Restriction 2 (People not committing crimes)

Skills (9 Points): Intimidation 1, Melee Defense 1


Skills
General Skills

Name

Cost

Specializations

Acrobatics

3

Same as BESM 2nd

Animal Training

3

Diatramy, Dragon, Griffin, various regular animals

Architecture

2

Same as BESM 2nd

Artisan

4

Same as BESM 2nd plus Elemental Stone working

Biological Sciences

2

Same as BESM 2nd

Boating

3

Airships, Large Ships, Small Boats

Burglary

4

Breaking-and-Entering, Enchanted Security, Safe Cracking

Business Management

2

Same as BESM 2nd

Controlled Breathing

2

Same as BESM 2nd

Cooking

1

Same as BESM 2nd

Cultural Arts

2

Same as BESM 2nd

Demolitions

3

Same as BESM 2nd but no Underwater specialization

Disguise

3

Same as BESM 2nd

Driving

2

Enchanted Wagon, Steam Buggy

Forgery

2

Handwriting, Paper Documents

Gaming

2

Same as BESM 2nd but no Computer Games specialization

Interrogation

3

Same as BESM 2nd

Intimidation

4

Same as BESM 2nd

Law

2

Same as BESM 2nd

Linguistics

3

Elven, Dwarven, Ktal, Low Mu, Regional Human,  Sign Language, Skulker Code, Temple (Old Ktal), Trading

Mechanics

3

Armourer, Gunsmith, Locksmith, Technomancy, Traps

Medical

4

Same as BESM 2nd

Military Sciences

3

Same as BESM 2nd

Navigation

2

Air, Sea, Spectral, Urban, Wilderness

Performing Arts

2

Same as BESM 2nd

Physical Sciences

2

Astronomy, Biochemistry, Chemistry, Physics, Paraphysics, Thaumaturgy

Piloting

1

Experimental Airships, Gliders

Poisons

3

Same as BESM 2nd

Police Sciences

2

Same as BESM 2nd

Riding

3

Dragon, Griffin, Horse, Nighthound

Seduction

3

Male, Female, Cross-Species (Elf, Dwarf, etc)

Sleight of Hand

4

Same as BESM 2nd

Social Sciences

1

Same as BESM 2nd

Sports

1

Same as BESM 2nd

Stealth

4

Same as BESM 2nd

Swimming

1

Competition, Enchanted Gear, Free Diving, Snorkeling

Urban Tracking

3

Academic, Residential, Village, Underworld

Visual Arts

2

Same as BESM 2nd but no Photography or Video

Wilderness Survival

3

Same as BESM 2nd

Wilderness Tracking

3

Same as BESM 2nd

Writing

1

Same as BESM 2nd

Combat Skills

Name

Cost

Specializations

Archery

4

Same as BESM 2nd

Gun Combat

4

Pistol, Rifle

Heavy Weapons

3

Same as BESM 2nd

Melee Attack

5

Same as BESM 2nd

Melee Defense

5

Same as BESM 2nd

Ranged Defense

4

Personal, Airship, Dragon,  Ground Vehicle, Water Vehicle

Thrown Weapons

4

Blades, Guided Spells, Hurled Spells,  Rocks, Throwing Sticks (Boomerang)

Unarmed Attack

4

Same as BESM 2nd

Unarmed Defense

4

Same as BESM 2nd

New Skill Specialties (When not immediately evident)

Paraphysics- Knowledge of Psycher Powers and their operation (does not provide a bonus to Psycher Power Mind Stat checks!)

Technomancy- Working knowledge of Ktal Technomagic, and at high levels, the ability to design new Technomagic devices and decipher Ancient Technosorcery devices.

Thaumaturgy- Knowledge of Magical Theory and Elemental Balance, used to identify standing spell structures (enchantments [IoP], ritual magics, etc) and to distinguish between the different kinds of Sorcery and Magic in practice

Personal Gear

The following equipment from BESM Revised Chapter 3 are available as listed (in order of appearance): Battle Axe, Baton or Club, Bo, Bokken, Broadsword, Katana (Long Sword), Knife, Naginata (Bladed Staff, Fighting Pole), Yari (Spear), Wakizashi (Short Sword), Whip, Crossbow, Dai-Kyu (Long Bow), Hunting Rifle (see below), Shotgun (see below), Shuriken, Thrown Knife, Leather Jacket, Light Mail, Partial Metal Armour, and Complete Heavy Metal Armour. Shotguns and Hunting Rifles are available as Major Items of Personal Gear, but are generally not available outside of Ktal.

As a rough guideline, assume that Minor Items of Personal Gear will sell for about 1-10 matins on the open market, while Major Items will run from 11-30 matins. Mundane Items of Personal Gear will usually cost a few copper, or be free. Some items may cost more or less, dependant on availability or GM’s whim.

New Personal Gear is as follows:

Boomerang: Said to date back to before the kingdom of Mu, the curved throwing stick, or boomerang, is a powerful weapon in the hands of a skilled user. A Called Shot (+4 [+1]) is required to throw the boomerang and have it return after striking a target. 5 Damage, Concealable, Limited Shots (1), Short Range. Minor item.

Crystal of Healing: A properly prepared Nature Elemental Stone can serve as a Crystal of Healing. When held over a wound and willed to activate, it radiates Nature Elemental Force, healing damaged tissue. It functions identically to the Healing attribute at level 1, and drains 2 energy points a minute (plus 2 to activate) from the user, and cannot be used on self. Major Item.

Elemental Stones: Required for Sorcery, Elemental Stones can also serve a few other purposes, although only in the hands of a Sorcerer or after a few hours of enchantment. A Minor Item of Personal Gear is useable for Sorcery Attributes of up to Level 3, while a Major Item of Personal Gear is required to perform Sorcery of that Element up to Level 6. While Elemental Stones of larger capacity do exist, they are not sold regularly.

Enchanted Compass: Similar to a normal compass in appearance and abilities, it can also point toward any location it has been before, granting -1 to Navigation rolls. Minor Item.

Fire Crystal: A properly enchanted Fire Elemental Stone can be induced to create fire or heat at will by anyone holding it. These are frequently used in areas where fuel for fires are scarce, or said fuel will not light by normal methods. A Fire Crystal can light any flammable material, given enough time, and can produce heat (but not light) equal to a campfire for five people. Minor Item.

Gunslinger’s Heavy Revolver: Silver chased barrels, fine etching of the Gunslinger’s name, and a more reliable break action for loading are trademarks of the Ktal-jin constructed heavy revolver. Given in matched pairs upon graduation, a Gunslinger’s Heavy Revolvers are almost certainly the finest weapons she will ever own. 15 Damage, Concealable, Limited Shots (6), Short Range. Major Item (For one). Not for Sale.

Gunslinger’s Revolver: Designed for everyday use, the Gunslinger’s Revolver has several features that make it ideal for long firefights. It retains the ornate Heavy Revolver’s break action, but the empty casings are auto-ejected by spring action, making reloading a simple matter of using a speed loader. The barrel also features rifling, increasing accuracy over distance with a slight decrease in stopping power. Most Gunslingers modify these weapons with personalized grips or sights. 10 Damage, Concealable. Minor Item (For one). Not for Sale.

Firearms Kit: Sometimes called the Gunslinger’s best friend, the Firearms kit contains the brushes, bullet molds, mortar and pestle (for mixing gunpowder), metal oils, spare parts, and precision hand tools needed to clean, maintain, and repair guns as well as manufacture ammunition. Minor Item, Major Item with extensive spare parts supply.

Light Crystal: A properly prepared Light Elemental Stone can produce light equivalent to Environmental Control (Light) 1. It costs 1 Energy Point to activate, and must be renewed every hour. Minor Item, or Major Item without the Energy Point cost and unlimited duration.

Photo-Picture Camera: A photography camera with self-developing film. Flash not included, holds up to ten photographs. Minor Item if purchased in Grand Ktal, Major Item outside of it (assuming you can find someone who has one for sale), film is impossible to obtain outside of Grand Ktal and a few airship merchants who carry it (and always costs at least 1 matin outside of Grand Ktal, but is only a few coppers otherwise).

Weather Crystal: Useful in areas where water is scarce, the Weather Crystal can be used to make it rain. This costs 5 Energy points, plus another 5 per hour of rain, and will cover a small town or its fields. Major Item.

Airships

Held aloft by powerful sorcery and propelled by the wind, the airship is a floating base, transport, and weapon of war. Airships have been used in trading and for travel since the Pax Magus, transporting Sorcerers between the continents and islands with relative speed and safety. The airships of these golden years were unarmed, relying on goodwill and some Sorcerous protection to reach their destinations safely.

After the collapse of the Pax Magus, the Mystic Circle of the Tornado began to experiment with sorcery-powered weaponry and propulsion. After several spectacular failures a working spell set was discovered, allowing the creation of Air Sorcery cannons and engines.

Even so, most airships are still unarmed, Sorcery cannons are expensive to enchant, although a few enterprising Sorcerers of other Schools have managed to create their own Sorcery cannons, most notably the Ancient Order of All-Consuming Flame.

Sample Weapons: Cannons are Heavy Weapons (Gunnery), Mines are Heavy Weapons (Launchers) Add One level of Weapon Attack to each weapon to purchase a Turreted version, removing Fixed disability (or, optionally, swap with the Exposed disability).

Level 1: Air Pulse Cannon (30 damage, Fixed)

Level 1: Fire Bolt Cannon (15 damage, Burning, Fixed)

Level 2: Tornado Mines (30 damage, Area, Trap, Fixed, Limited Shots [6])

Level 2: Fire Ball Cannon (30 damage, Area, Burning, Fixed, Slow)

Level 3: Lightning Cannon (30 damage, Accurate, Penetrating [armor], Fixed)

Level 3: Inferno Mines (30 damage, Area, Burning, Trap, Fixed, Limited Shots [6])

Level 4: Hurricane Mines (60 damage, Area, Trap, Fixed, Limited Shots [6])

Level 4: Hellfire Cannon (45 damage, Area, Burning, Fixed)

Level 5: Storm Cannon (60 damage, Area, Penetrating [armor], Fixed)

Level 5: Hellstorm Mines (60 damage, Area, Burning, Trap, Fixed, Limited Shots [6])

 

Old-style Trader Airship: Health 40, Armor 7, Mecha Points: 5, Matin Cost: 1.5k/1k

Skills required: Boating (Airship)

Attributes: Extra Capacity 5 (20 People, 150 tonnes of cargo), Extra Endurance 4 (2 months), Flight 1 (Hover), Light Armor 3 (No Armor: Sails, 1 point), Life Support 1, Sensors 1, Water Speed 2 (Surface)

Defects: Awkward Size 4, Crew Requirement 2 (4 crew), No Arms 2, Poor Manoeuvrability 1, Restricted Ground Movement 2, Vulnerability 2 (fire), Wind Powered 2

 

Unarmed Trader Airship: Health 40, Armor 7, Mecha Points: 11, Matin Cost: 2k/1.5k

Skills required: Boating (Airship)

Attributes: Accessories 1 (Cargo Elevator), Extra Capacity 5 (20 People, 150 tonnes of cargo), Extra Endurance 4 (2 months), Flight 2 (Hover), Light Armor 3 (No Armor: Sails, 1 point), Life Support 1, Sensors 1, Water Speed 2 (Surface)

Defects: Awkward Size 4, Crew Requirement 2 (4 crew), No Arms 2, Poor Manoeuvrability 1, Restricted Ground Movement 2, Vulnerability 2 (fire), Wind Powered 1

Description: Trader Airships tend to be the size of a two-masted small brig, about 27 meters in length and 9 meters in beam, however they tend to be better designed than water-going vessels, and thus require less crew. The first price listed is new, the second is used, either will mostly only be available in Oak Cove, although used ships sometimes show up for sale in Grand Ktal. This, of course, does not include the costs of hiring a trained crew, which tends to be about 1 matin a week for each crew member, slightly more for navigators and the helm. It costs at least 100 matins to charter for a trip between two locations on the same continent, at least three times that for inter-continental travel, although ships traveling standard routes charge less for passengers.

            Typically, the ship’s Air crystals are secured inside the hull, as is the other enchanted equipment used to filter the air. This limits cargo capacity somewhat, and a few enterprising merchants have moved the crystals (which provide both lift and a modicum of motive power) to the outside. This frees up a great deal of space and surprisingly improves handling, but makes the ship larger (due to bracing of the crystal’s supports) and makes the crystal’s vulnerable to attack. (Increase Awkward Size to level 5, Extra Capacity to level 6, remove Poor Manoeuvrability 1, but add Weak Point 2 [Air crystals, exterior], this results in a net decrease of cost by 1 Mecha Point, or about 150 matins if performed after purchase.) More safety concerned captains will armor the crystals as well, although this does drop the ship’s handling back to pre-modification levels. (Increase Awkward Size to level 5 and Extra Capacity to level 6, this is a net zero point modification, but costs around 200 matins.)

 

Standard War Airship: Health 60, Armor 15, Mecha Points: 69, Matin Cost: NA/20k

Skills required: Boating (Airship), Heavy Weapons (Gunnery, Launchers)

Attributes: Environmental Control (Weather) 4, Extra Capacity 4 (50 people), Extra Endurance 3 (1 month), Flight 3 (Hover), Heavy Armor 1, Life Support 1, Light Armor 2, Sensors 2, Toughness 1, Water Speed 1 (Surface), Weapon Attack 3: 4 Air Pulse Cannons (Different Gunners, Side Mounted), 1 Lightning Cannon (Front Mounted, Primary Weapon), 1 Tornado Mines (Rear Mounted)

Defects: Awkward Size 3, Crew Requirement 2 (6 crew), No Arms 2, Restricted Ground Movement 2, Wind Powered 1

Description: Smaller and more manoeuvrable than most trading vessels, the war airships of Oak Cove are used to patrol certain trade routes to prevent air piracy. They resemble clipper ships, although banded with metal at points for increased strength. The listed cost in matins is on the black market, and the ship is usually not airworthy even then.

            Some ships are authorized to take on passengers, however, the majority carry squads of soldiers and Sorcerer officers, sometimes used to forcibly board vessels for inspection and ‘customs’ and also to combat pirates.

 

Skywolf (Hermund Faust’s Ship): Health 80, Armor 15, FF: 30, Mecha Points: 70

Skills required: Boating (Airship), Heavy Weapons (Gunnery)

Attributes: Extra Capacity 4, Extra Endurance 5 (2 years), Flight 3 (Hover), Force Field 2 (3 points/level), Heavy Armor 2 (Hidden, No Armor: Sails), Life Support 2, Light Armor 3 (No Armor: Sails), Sensors 3, Special Equipment 2 (Reconfigurable Extra Capacity), Toughness 2, Water Speed 2 (Surface), Weapon Attack 3: Grapnel Gun (60 damage, Concealable, Incapacitating, Fixed [Forward], Limited Shots x3 [1], Short Range), 2 Hidden Air Pulse Cannon Turrets (30 damage, Concealable, Different Gunners), Ramming Prow (45 damage, Penetrating [armor] x2, Fixed [Forward], Melee)

Defects: Awkward Size 4, Crew Requirement 2 (6 crew), No Arms 2, Restricted Ground Movement 2, Vulnerability 2 (Fire)

Description: Resembling a standard trader ship, the Skywolf is a treasure trove of hidden advancements in airship design and weaponry. Those few who have seen the interior have each described it differently than the others, leading the authorities to believe that several Skywolf class ships actually exist. The reality, however, is that Hermund Faust is a genius of airship design, the interior of the Skywolf is actually reconfigurable, allowing the crew to swap passenger and cargo space with only a few minutes effort, as well as alter the interior layout to confuse boarding parties.

 

Typical Pirate Airship: Health 40, Armor 7, Mecha Points: 60, Matin Cost: 10k/7.5k

Skills required: Boating (Airship), Heavy Weapons (Gunnery)

Attributes: Accessories 1 (Cargo Elevator), Extra Capacity 5 (20 People, 150 tonnes of cargo), Extra Endurance 4 (2 months), Flight 2 (Hover), Light Armor 3, Life Support 1, Sensors 2, Water Speed 2 (Surface), Weapon Attack 1: 7 Air Pulse Cannons (6 with Different Gunner)

Defects: Awkward Size 4, Crew Requirement 3 (12 crew), No Arms 2, Restricted Ground Movement 2, Vulnerability 2 (fire), Wind Powered 1

Description: The typical pirate airship is similar to the trader airships they raid, but heavily modified to add weapons, armored sails (the sails, like those of the warships of Oak Cove, are made of a special armor fabric created by Nature Sorcery or Elemental Magic). It should be noted that since most pirates are share crews, the Crew Requirement listed is the minimum to be able to actually afford the ship via points (the pirate crew each pools their 5 Mecha Points together for their ship), although there are really only 2 extra crew, the captain and the quartermaster (both elected posts). Pirate ships crews tend to work for booty, hard silver or other valuables. If one could sufficiently impress a pirate airship’s crew into working for them, it would cost at least 1000 matins a month, although it could be paid in plunder, if the person chartering them had information on various shipping routes.

 

Dragons

            Beautiful, graceful, deadly, the dragon is both boon and bane to man. During the War of Thought eight species of dragon were created as protectors of mankind, one of and for each Elemental Force. Most died in horrible battles against the Nightmares of the Demons, as far as is known only the air, fire, nature, and shadow dragons survived in any numbers.
            Although they are different species, as they have differing physical appearances and cannot breed outside of their type, all known dragons share some basic qualities. Dragons are hexapedal fliers with a set of manipulatory limbs placed slightly ahead of the wings, in some species flying ability is not present until the dragon develops additional wing strength. All dragons are scaled in a specific color, corresponding to species, and have a long tail. In some species the tail can manipulate objects or be used as an attack, in the other species it exists primarily for balance. All dragons can manipulate Elemental Forces to a certain extent, usually in the form of a 'breath weapon', although the dragon does not actually breathe fire, lightning, etc. Finally, all dragons are somewhat telepathic, some can only 'tune into' the mind of their owner, while others can actually invade the minds of other beings.
            The most numerous type of dragon is the Crimson, or fire, dragon, the preferred mount of Dragon Knight. The Crimson has dark red scales and uses a fire breath attack, manipulating pure Fire Elemental Force makes the Crimson immune to flames, as it grows older its breath weapon grows so hot it can melt armor to slag. The Crimson is a fast but average agility flier, it has thick armor scales to compensate. The Crimson's claws and fangs are razor sharp, it also possesses a set of sharp stabbing horns, one over each eye. Mature Crimson dragons grow a cluster of spines at the end of the tail, which they use as a spiny whip. Crimson dragons mature in about eight years, reaching a final size of eleven and a half tonnes, running about one hundred fifty meters in length, with a roughly equal wingspan. Crimson dragons may learn Fire Element Magic, but rarely care to do so.
            The second type of dragon is the Azure, or air, dragon. The smallest type of dragon, it is also the fastest and most agile in the air. Even as a hatchling the Azure's lightning bolt breath attack is accurate and can kill an unprotected human. Although Azure dragons are weak physically, compared to other dragons, it is the most intelligent and loves to learn. Azure dragons have sharp fangs and talons, but their weak muscles makes them largely useless in combat against other dragons. The scales of Azure dragons are only about equal to human produced armors. It takes about seven years for an Azure dragon to mature, reaching a size of about seven tonnes, with a length of about one hundred meters and a wingspan of around one hundred ten meters. Azure dragons may learn Air Element Magic, but are usually too flighty to do so.
            The largest dragon type is the Viridian, or nature, dragon. Viridian dragons, although large and strong, fly slowly and are not very bright. They are quite fast on the ground, the sound of a Viridian crashing through the forest at high speed causes terror in any creature within earshot. Viridian dragons can breathe a powerful acid spray, and can inject a deadly poison using a tail stinger. Viridians have sharp claws and fangs, and incredible strength, capable of lifting another dragon with one paw. The average time to maturity is about six years, with a final size of twenty tonnes, measuring one hundred eighty meters from snout to tail, with a wingspan of around 200 meters. Viridian dragons can learn Nature Element Magic, but are rarely bright enough to figure it out.
            The least numerous type of dragon, and the only type not raised by Dragon Knights, are the Midnight, or shadow, dragons of Sidun. Considered by vampires to be superlative mounts, the Midnight dragon is only slightly larger than the Azure. Constructed of dark sorceries, Midnight dragons are the shackled spirits of the original Midnight dragons, killed during the War of Thought. Midnight dragons are incorporeal entities, capable of assuming physical form after sufficient energies have passed through their forms. Midnights early in their latest incarnation are very weak, requiring almost constant renewal of their binding spells. Covered in sharp spines and utilizing a breath weapon of liquid shadows, the Midnight dragon is somewhat capable in combat, but lacks armor. Midnight dragons do not mature, instead advancing in size through the use of various sorcerous rituals, reaching a final size of nine tonnes and a length of one hundred thirty meters. Midnight Dragons have the ability to use Vampire Magic (see later in this document), but rarely learn to do so. A living Midnight Dragon, if such a creature were to exist, could learn Shadow Elemental Magic instead.

Crimson Stats

Dragon 1
Body: 5, Mind: 2, Soul: 4, Health: 45, Energy: 30, Shock: 9, Combat Value: 3/1
Flight 1 (Cannot Hover), Light Armor 3, Natural Weapons 3 (Claws, Fangs, Horns), Special Defense 1 (Fire), Weapon Attack 1: Fire Breath, 15 damage (Burning, Inaccurate, Slow, Spreading)
Defects: Awkward Size 1, Cannot Talk 1, Not So Fast 1, Weak Point 2

Dragon 2
Body: 6, Mind: 3, Soul: 4, Health: 60, Energy: 35, Shock: 12, Combat Value: 4/2
Damn Healthy! 1, Extra Capacity 1 (1 person), Flight 2 (Hover), Heavy Armor 1 (No armor, wings), Natural Weapons 3 (Claws, Fangs, Horns), Special Defense 2 (Fire), Telepathy 1 (Only with Dragon Knight [1 point/level]), Weapon Attack 3: Fire Breath, 30 damage (Burning, Inaccurate, Spreading)
Defects: Awkward Size 2, Cannot Talk 1

Dragon 3
Body: 7, Mind: 4, Soul: 4, Health: 75, Energy: 40, Shock: 15, Combat Value: 6/4
Combat Mastery 1, Damn Healthy! 2, Extra Capacity 2 (2 people total), Flight 3 (Hover), Heavy Armor 1, Natural Weapons 3 (Claws, Fangs, Horns), Special Defense 2 (Fire), Super Strength 1, Telepathy 2 (Only with Dragon Knights and other dragons [1 point/level]), Weapon Attack 4: Fire Breath, 30 damage (Burning, Spreading)
Defects: Awkward Size 2, Cannot Talk 1

Dragon 4 (Mature Adult)
Body: 8, Mind: 4, Soul: 6, Health: 100, Energy: 50, Shock: 20, Combat Value: 7/5
Combat Mastery 1, Damn Healthy! 3, Extra Arm 1 (Tail), Extra Capacity 2 (3 people total), Flight 3 (Hover), Heavy Armor 2, Natural Weapons 4 (Claws, Fangs, Horns, Tail Striker), Special Defense 2 (Fire), Super Strength 2, Telepathy 3 (Only with humans and dragons [2 points/level]), Weapon Attack 5: Fire Breath, 30 damage (Burning, Penetrating (Armor), Spreading)
Defects: Awkward Size 3, Cannot Talk 1

Dragon 5
Body: 10, Mind: 4, Soul: 6, Health: 140, Energy: 50, Shock: 28, Combat Value: 8/6
Combat Mastery 2, Damn Healthy! 6, Extra Arm 1 (Tail), Extra Capacity 2 (4 people total), Flight 3 (Hover), Heavy Armor 2, Light Armor 3, Natural Weapons 4 (Claws, Fangs, Horns, Tail Striker), Special Defense 2 (Fire), Super Strength 2, Telepathy 4 (universal), Weapon Attack 6: Fire Breath, 30 damage (Burning, Penetrating (Armor) x2, Spreading)
Defects: Awkward Size 3, Cannot Talk 1

Dragon 6
Body: 10, Mind: 5, Soul: 6, Health: 160, Energy: 55, Shock: 32, Combat Value: 10/8
Combat Mastery 3, Damn Healthy! 8, Extra Arm 1 (Tail), Extra Capacity 3 (6 people total), Flight 4 (Hover), Heavy Armor 3, Natural Weapons 4 (Claws, Fangs, Horns, Tail Striker), Special Defense 2 (Fire), Super Strength 3, Telepathy 4 (universal), Weapon Attack 7: Fire Breath, 45 damage (Burning, Penetrating (Armor) x2, Spreading), Secondary Level 7: Inferno Storm, 60 damage (Area, Aura, Burning, Static)
Defects: Awkward Size 3, Cannot Talk 1

Azure Stats

Dragon 1
Body: 4, Mind: 4, Soul: 4, Health: 30, Energy: 40, Shock: 6, Combat Value: 4/2
Flight (Hover) 1, Light Armor 2, Manoeuvre Bonus (Air) 1, Natural Weapons 2 (Claws, Fangs), Weapon Attack 1 Lightning Bolt: 15 damage (Accurate, Slow)
Defects: Cannot Talk 1, Not So Strong 2, Not So Tough 1, Weak Point 1

Dragon 2
Body: 4, Mind: 5, Soul: 4, Health: 40, Energy: 45, Shock: 8, Combat Value: 4/2
Extra Capacity 1 (1 person), Flight (Hover) 2, Light Armor 3, Manoeuvre Bonus (Air) 2, Natural Weapons 2 (Claws, Fangs), Telepathy 3 (Only with Owner and other Dragons [1 point/level]), Weapon Attack 3: Lightning Bolt, 30 damage (Accurate)
Defects: Awkward Size 1, Cannot Talk 1, Not So Strong 1, Weak Point 1

Dragon 3
Body: 5, Mind: 5, Soul: 4, Health: 45, Energy: 45, Shock: 9, Combat Value: 5/3
Combat Mastery 1, Extra Capacity 1 (1 person), Flight (Hover) 2, Heavy Armor 1, Manoeuvre Bonus (Air) 3, Natural Weapons 2 (Claws, Fangs), Telepathy 3 (Universal), Weapon Attack 5: Lightning Bolt, 30 damage (Accurate, Penetrating (Armor) x2)
Defects: Awkward Size 2, Cannot Talk 1

Dragon 4 (Mature Adult)
Body: 5, Mind: 6, Soul: 4, Health: 45, Energy: 50, Shock: 9, Combat Value: 6/4
Combat Mastery 1, Extra Capacity 2 (2 people total), Flight (Hover) 4, Heavy Armor 1, Manoeuvre Bonus (Air) 4, Natural Weapons 2 (Claws, Fangs), Special Defense 2 (Lightning), Telepathy 4 (Universal), Weapon Attack 6: Lightning Bolt, 30 damage (Accurate x2, Penetrating (Armor) x2)
Defects: Awkward Size 2, Cannot Talk 1

Dragon 5
Body: 6, Mind: 7, Soul: 5, Health: 55, Energy: 60, Shock: 11, Combat Value: 7/5
Combat Mastery 1, Extra Capacity 2 (2 people total), Flight (Hover) 4, Force Field (Area) 1, Heavy Armor 1, Manoeuvre Bonus (Air) 6, Mind Control 2 (Universal), Natural Weapons 2 (Claws, Fangs), Special Defense 2 (Lightning), Super Strength 1, Telepathy 4 (Universal),  Weapon Attack 6: Lightning Bolt, 30 damage (Accurate x2, Penetrating (Armor) x2)
Defects: Awkward Size 2, Cannot Talk 1

Dragon 6
Body: 7, Mind: 8, Soul: 7, Health: 70, Energy: 85, Shock: 14, Combat Value: 8/6
Combat Mastery 1, Energy Bonus 1, Extra Capacity 2 (2 people total), Flight (Hover) 4, Force Field (Area) 2, Heavy Armor 1, Manoeuvre Bonus (Air) 6, Mind Control 3 (Universal), Natural Weapons 2 (Claws, Fangs), Special Defense 2 (Lightning), Super Strength 1, Telepathy 5 (Universal),  Weapon Attack 7: Lightning Bolt, 45 damage (Accurate x2, Penetrating (Armor) x2)
Defects: Awkward Size 2, Cannot Talk 1

Viridian Stats

Dragon 1
Body: 7, Mind: 1, Soul: 4, Health: 55, Energy: 25, Shock: 11, Combat Value: 3/1
Extra Arms 1 (Tail), Extra Capacity 1 (1 person), Ground Speed 1, Light Armor 3, Natural Weapons 3 (Claws, Fangs, Tail Striker), Super Strength 1
Defects: Awkward 2, Awkward Size 1, Cannot Talk 1, Weak Point 1

Dragon 2
Body: 7, Mind: 2, Soul: 4, Health: 55, Energy: 30, Shock: 11, Combat Value: 4/2
Extra Arms 1 (Tail), Extra Capacity 1 (1 person), Flight 1 (Cannot Hover), Ground Speed 2, Heavy Armor 1, Natural Weapons 3 (Claws, Fangs, Tail Striker), Super Strength 2, Weapon Attack 2 Primary: Acid Breath, 15 damage, (Burning, Penetrating (Armor), Spreading, Short Range, Slow), Secondary Level 1: Poison Sting, 15 damage, (Burning (slow), Linked (Tail Strike), Limited Shots, Static, Toxic)
Defects: Awkward 1, Awkward Size 2, Cannot Talk 1

Dragon 3
Body: 8, Mind: 3, Soul: 5, Health: 95, Energy: 40, Shock: 19, Combat Value: 5/3
Damn Healthy! 3, Extra Arms 1 (Tail), Extra Capacity 2 (2 People Total), Flight 1 (Hover), Ground Speed 2, Heavy Armor 1, Light Armor 2, Natural Weapons 3 (Claws, Fangs, Tail Striker), Super Strength 3, Telepathy 3 (Only with Owner), Weapon Attack 3 Primary: Acid Breath, 15 damage, (Burning, Penetrating (Armor), Spreading, Short Range)
Secondary Level 1: Poison Sting, 15 damage, (Burning (slow), Linked (Tail Striker), Limited Shots, Toxic)
Defects: Awkward Size 3, Cannot Talk 1

Dragon 4 (Mature Adult)
Body: 9, Mind: 4, Soul: 5, Health: 110, Energy: 45, Shock: 22, Combat Value: 6/4
Damn Healthy! 4, Extra Arms 1 (Tail), Extra Capacity 2 (3 People Total), Flight 2 (Hover)
Ground Speed 3, Heavy Armor 2, Natural Weapons 3 (Claws, Fangs, Tail Striker), Super Strength 3, Telepathy 3 (Universal), Weapon Attack 4 Primary: Acid Breath, 15 damage, (Burning, Penetrating (Armor), Spreading), Secondary Level 1: Poison Sting, 15 damage, (Burning (slow), Linked (Tail Striker), Toxic)
Defects: Awkward Size 3, Cannot Talk 1, Special Requirement 1 (Devours livestock whole, at least 1 cow/2 days or 1 sheep/day)

Dragon 5
Body: 10, Mind: 4, Soul: 6, Health: 130, Energy: 50, Shock: 26, Combat Value: 7/5
Combat Mastery 1, Damn Healthy! 5, Extra Arms 1 (Tail), Extra Capacity 2 (3 People Total), Flight 2 (Hover), Ground Speed 3, Heavy Armor 3, Natural Weapons 3 (Claws, Fangs, Tail Striker), Super Strength 3, Telepathy 4 (Universal), Weapon Attack 6 Primary: Acid Breath, 45 damage, (Burning, Penetrating (Armor), Spreading), Secondary Level 1: Poison Sting, 45 damage, (Burning (slow), Linked (Tail Striker), Toxic)
Defects: Awkward Size 3, Cannot Talk 1, Special Requirement 1, (Devours livestock whole, at least 1 cow/2 days or 1 sheep/day)

Dragon 6
Body: 10, Mind: 4, Soul: 7, Health: 165, Energy: 55, Shock: 33, Combat Value: 8/6
Combat Mastery 1, Damn Healthy! 8, Extra Arms 1 (Tail), Extra Capacity 2 (4 People Total), Flight 3 (Hover), Ground Speed 4, Heavy Armor 4, Natural Weapons 3 (Claws, Fangs, Tail Striker), Super Strength 4, Telepathy 5 (Universal), Weapon Attack 6 Primary: Acid Breath, 45 damage, (Burning, Penetrating (Armor), Spreading), Secondary Level 1: Poison Sting, 45 damage, (Burning (slow), Linked (Tail Striker), Toxic)
Defects: Awkward Size 3, Cannot Talk 1, Special Requirement 1, (Devours livestock whole, at least 1 cow/2 days or 1 sheep/day)

Midnight Stats

Dragon 1
Body: 4, Mind: 2, Soul: 3, Health: 35, Energy: 25, Shock: 7, Combat Value: 3/1
Flight 1 (Cannot Hover), Insubstantial 1 (Incorporeal all the time), Life Support 2, Natural Weapons 3 (Claws, Fangs, Horns), Weapon Attack 1, Shade Breath, 15 damage, (Incurable, Limited Shots, No Damage, Slow, Tangle)
Defects: Bane 2 (Sunlight), Hangar Queen 1, Restricted Path 1 (1 mile of owner), Vulnerability 1 (Silver Weapons)

Dragon 2
Body: 4, Mind: 3, Soul: 3, Health: 35, Energy: 30, Shock: 7, Combat Value: 3/1
Flight 1 (Hover), Insubstantial 4 (Switch between Incorporeal and normal), Life Support 2, Natural Weapons 4 (Claws, Fangs, Horns, Spines), Weapon Attack 2 Primary: Shade Breath, 15 damage, (Incurable, No Damage, Slow, Tangle), Secondary Attack Level 1: Blackfire Aura (Area Effect, Aura, Low Penetration, Slow, Static)
Defects: Awkward Size 1, Bane 2 (Sunlight), Hangar Queen 1, Vulnerability 1 (Silver)

Dragon 3
Body: 4, Mind: 4, Soul: 4, Health: 40, Energy: 40, Shock: 8, Combat Value: 4/2
Flight 2 (Hover), Force Field 2 (Area, Blocks Incorporeal), Insubstantial 4 (Switch between Incorporeal and normal), Life Support 2, Natural Weapons 4 (Claws, Fangs, Horns, Spines), Telepathy 3 (Only with Owner), Weapon Attack 3, Primary: Shade Breath, 30 damage (Incurable, No Damage, Slow, Tangle), Secondary Attack Level 2: Blackfire Aura, 15 damage (Area Effect, Aura, Static, Slow)
Defects: Awkward Size 2, Bane 2 (Sunlight), Special Requirement 2 (Human Blood, 1 pint daily)

Dragon 4 (Mature Adult)
Body: 5, Mind: 4, Soul: 4, Health: 45, Energy: 40, Shock: 9, Combat Value: 4/2
Enviromental Control (Partial Darkness) 2, Extra Capacity 1 (1 person), Flight 2 (Hover)
Force Field 2 (Area, Blocks Incorporeal), Insubstantial 4 (Switch between Incorporeal and normal), Invisibility 2 (Visual), Life Support 2, Natural Weapons 4 (Claws, Fangs, Horns, Spines), Telepathy 3 (Only with Owner), Weapon Attack 4, Primary: Shade Breath, 30 damage (Incurable, No Damage, Tangle), Secondary Attack Level 3: Blackfire Aura, 15 damage (Area Effect, Aura, Slow)
Defects: Awkward Size 2, Unskilled 2

Dragon 5
Body: 5, Mind: 5, Soul: 4, Health: 45, Energy: 45, Shock: 9, Combat Value: 4/2
Enviromental Control (Total Darkness) 3, Extra Capacity 1 (1 person), Flight 2 (Hover), Force Field 2 (Area, Blocks Incorporeal), Insubstantial 4 (Switch between Incorporeal and normal), Invisibility 2 (Visual and Sensor), Life Support 2, Natural Weapons 4 (Claws, Fangs, Horns, Spines), Telepathy 3 (Only with Owner), Teleport 1 (Self), Weapon Attack 5, Primary: Shade Breath, 60 damage (Incurable, No Damage, Slow, Tangle), Secondary Attack Level 4: Blackfire Aura, 30 damage (Area Effect, Aura, Slow)
Defects: Awkward Size 2

Dragon 6
Body: 6, Mind: 6, Soul: 7, Health: 65, Energy: 65, Shock: 13, Combat Value: 6/4
Enviromental Control (Total Darkness) 4, Extra Capacity 1 (1 person), Flight 2 (Hover), Force Field 3 (Area, Blocks Incorporeal), Insubstantial 4 (Switch between Incorporeal and normal), Invisibility 2 (Visual and Sensor), Life Support 2, Natural Weapons 4 (Claws, Fangs, Horns, Spines), Telepathy 3 (Only with Owner), Teleport 1 (Self, others), Weapon Attack 6, Primary: Shade Breath, 45 damage (Incurable, No Damage, Slow, Tangle), Secondary Attack Level 5: Blackfire Aura, 30 damage (Area Effect, Aura, Slow)
Defects: Awkward Size 2

Elemental Magic

            Elemental Magic is a matter of will and raw power. It draws heavily from the user’s innate Elemental Balance, and as such, certain Elemental Magics will always remain out of reach to certain races. Unlike Sorcery, Elemental Magic is powered directly by force of will, without gestures or incantations to channel the raw Elemental Forces (all Elemental Magic Powers must have both the Silent and Still options) although some do use a focus or ritual to gather power (a Ritual option Magic Power will not have Silent or Still).
            Some consider Elemental Magic to be the left hand path to power, as it is more draining then any other type of Elemental Force control, but is capable of many of the same feats as both Kensei Magic and Sorcery. In any case, none can deny that Elemental Magic is just as powerful, in the short term, as both Sorcery and Kensei Magic.

All Elemental Magic: Animal Friendship, Art of Distraction, Astral Projection, Aura of Command, Defense Technique, Exorcism, Light Armor (Optimized, Standard), Mind Control, Mind Shield, Reincarnation, Servant, Sixth Sense, Spirit Ward, Telepathy, Weapon Attack

Air Elemental Magic: Enviromental Control (Silence, Temperature, Weather), Flight, Force Field, Illusion (Smell, Sound), Insubstantial (Gaseous Form), Life Support, Sensors (Indirect, Standard), Special Movement (Cat-Like, Light-Footed, Wall-Crawling), Stealth (Hearing, Smell), Telekinesis (Air, General)

Earth Elemental Magic: Ground Speed, Heavy Armor, Insubstantial (Incorporeal Form), Meld, Shield, Special Movement (Balance, Cat-Like, Light-Footed, Untrackable, Wall-Crawling), Telekinesis (Earth, Metal), Transmutation (Non-living things), Tunneling

Fire Elemental Magic: Enviromental Control (Light, Temperature [up only]), Flight, Force Field (with Offensive), Special Defense (Fire), Telekinesis (Fire)

Light Elemental Magic: Dimensional Portal, Enviromental Control (Light), Illusion (Sight only), Invisibility, Sensors, Special Defense (Blinding Light)

Nature Elemental Magic: Animal Friendship (Normal Attribute), Extra Arms, Healing, Heavy Armor, Life Support, Meld, Metamorphosis, Natural Weapons, Regeneration, Shape Change, Size Change, Special Defense, Special Movement, Sensors (Analytical), Stealth, Super Strength, Telekinesis (Wood)

Shadow Elemental Magic: Dimensional Portal, Enviromental Control (Darkness), Force Field, Illusion (Sight, Touch), Invisibility, Stealth (All)

Time Elemental Magic: Dimensional Portal, Duplicate, Elasticity, Force Field, Lightning Reflexes!, Precognition, Sensors (All), Shape Change, Speed, Telekinesis, Teleport

Water Elemental Magic: Enviromental Control (Temperature (down), Weather), Sensors (Indirect), Special Movement (Water-Walking), Telekinesis (Ice, Water), Water Speed

Elven Magic

            Elven Magic works in harmony with the Balance and with the Elemental Forces of Light and Nature. Like the Balance itself, Elven Magic has a positive side, and a negative side. The positive side is a life giving force, used to help and heal. The negative side is a life destroying force, used to defend and destroy.
            Like the Elven Magic itself, the elves are divided into two groups, the Light Elves who use only the positive side of Elven Magic, and the Dark Elves who use only the negative side of Elven Magic. Both groups live together in the elven communities, in accord with the Balance and with Nature, where nothing is wholly good or evil. However, few elves are capable of following the Dark path safely, and most elves are Light Elves as a consequence.
            In addition, all elves have the ability to learn the following attributes at these levels only: Metamorphosis 2: [Insubstantial +3 (Solid and Spectral forms [affects characters with Insubstantial 1 (Spectral) only]), Sixth Sense -2 (Detect Magic, Sense Spirits)], and Weapon Attack 1 Spirit Link (Affects Incorporeal, Linked [Metamorphosis], No Damage, Short Range). The elves call this spell ‘The Granting of Flesh’ and it is used to cause spirits to cross over from the Spectral Levels into the physical world. Typically, elves use this spell to bring spirits over who are for various reasons incapable of assuming physical form.

Light Elven Magic: Astral Projection, Enviromental Control (Light, Weather), Healing, Illusion, Regeneration, Spirit Ward, Telekinesis (Wood)

Dark Elven Magic: Astral Projection, Exorcism, Enviromental Control (Light, Weather), Metamorphosis, Super Strength, Telekinesis (Wood), Weapon Attack

Enchantment

            The creation of Items of Power, that is, self sustaining or triggerable spells tied to a physical object, was once a complicated, expensive and dangerous process. The development of resonance techniques by the Mystic Circle of the Tornado around 200 years ago has greatly eased the difficulty of enchantment. No longer do Sorcerers blow up entire labs working on a simple firebolt sword.
            All enchantments crafted using the resonance technique bear Elemental Stones corresponding to the appropriate Elemental Forces used in the spells placed within. This varies with certain spells, Power Batteries, for example, must have the same Elemental Stone corresponding to the Sorcerer's Aspect, or else the Item will not function. The Stones themselves vary in size, from only a pebble to almost a meter, dependent on the power required. These rules apply only to Sorcery Enchantment and Ktal Technomagic, Kensei Enchantment binds using the life force of the enchanter, and Ancient Artifacts are mostly incomprehensible in how they work. Ktal Technomagic also incorporates odd lines of metal, typically copper or gold, which the Technomages call 'circuitry'.
            Creation of Items of Power can be done by any character who possesses the requisite knowledge, that is characters with the Magic Attribute or an Item of Power can build IoP using powers they have, otherwise, someone must be on hand to demonstrate the ability, and a Physical Sciences (Thaumaturgy) skill check is required to duplicate the ability in an item. Technomages substitute Physical Sciences (Technomancy) and can work from blueprints or descriptions instead of a live demonstration. Artisan and/or Mechanics skill will be required if the Item must be built from scratch, which will add to creation time. If the Item in question is being made for a PC, that character pays the character point costs associated with the Item (if they wish to have Character Point Protection, see p.188 BESM Revised), otherwise, simply charge for materials.
            The following are a few examples of enchanted items (Items of  Power), after these is the listing of allowed attributes for Sorcery Enchantment, Ktal Technomagic, Kensei Enchantment, and Ancient Artifacts. It is impossible to use Elemental Magic or Psycher Powers to create enchantments, but an Elemental Magic power may be used as the basis of a power demonstration.

Blademaster's Sword (Kensei Enchantment): The finest swords ever made, created by directly mixing Elemental Air, Earth, and Fire with the strongest steel. The mixture, which takes days to prepare properly, and 12 hours to forge, results in a blade which can slice through any armor. The swords given to the best Blademasters feature a single Air Elemental Stone, allowing them to cut through even powerful spells of protection. Base Stats: Weapon Attack 2 (10 damage, Melee, Penetrating [armor] x2) (Item of Power 2); Advanced Stats: Weapon Attack 4 (10 damage, Melee, Penetrating [armor] x2, Penetrating [force field) x2) (Item of Power 4)

Cloak of Invisibility (Sorcery Enchantment): Made of the black silk of Sidun Shadow Spiders and buttoned with a pair of Shadow Elemental Stones, the Cloak of Invisibility renders the wearer invisible on command. These cloaks are extremely rare, as only the Unbroken Circle of Eternal Night has the resources to construct them. A rare variant gifted to their most skilled sorcerous assassins renders the wearer insubstantial and immune to magical scrying. Base Stats: Invisibility 2 (vision) (Item of Power 2); Advanced Stats: Insubstantial 4, Invisibility 2 (both) (Item of Power 6)

Objects of Flying (Sorcery Enchantment): The Mystic Circle of the Tornado and several independent Sorcerers have created various objects which can propel their user through the air. Boots, buckles, cloaks, and even shirts have been given the power of flight, sometimes with humorous results. Base Stats: Flight 1 (Item of Power 1)

Power Battery (Sorcery Enchantment): A walking staff with an elemental stone set at the top, there are usually settings for additional stones somewhere on the staff. Many Power Batteries also house additional enchantments. Base Stats: Energy Bonus 1-5 (Item of Power 1)

Seven League Boots (Sorcery Enchantment, Ktal Technomagic): A handy set of calf-length soft leather boots with one Time Elemental Stone set on the inside of each ankle. Care must be taken to activate both boots, as an accidental activation of only one boot will place that foot a goodly distance in front of the other, with messy results. A variation of these have a shorter range, but can also teleport others with the user. Base Stats: Teleportation (2 [self only] or 1 [self and others]) (Item of Power 2)

Spirit Slave Collars (Ancient Artifact, Sorcery Enchantment, Ktal Technomagic): Varying in appearance from cold iron neck shackles to delicate gold or silver jewelry, Spirit Slave Collars are a particularly useful (but usually immoral) construct. The exact mechanisms vary amongst the three types, but the end result is the same, Spirit Slave Collars allow the owner to hold a spirit in physical form and control them. Without the control system, the Collar would actually be beneficial for certain types of spirits, such as Lilim. Such Items of Power lack the controlling attribute. Ancient Artifact Stats: Insubstantial 4 (Physical and Spectral), Weapon Attack 6 120 damage (Drain Soul, Incurable [remove collar to allow natural restoration], No Damage, Unique Defect [wearer only, 4 levels]) (Item of Power 8), Sorcery Enchantment and Ktal Technomagic Stats: Insubstantial 4 (Physical and Spectral), Mind Control 3 (spirits only 3 points/level), Unique Defect 2- Mind Control Attribute functions on collar wearer only, wearer obeys owner of collar (Item of Power 5)

Ancient Artifacts: Extremely rare, but Ancient Artifacts can do anything, including Dynamic Sorcery, use of attributes on itself, and some Ancient Artifacts are even sentient.

Kensei Enchantment Attributes: All allowed attributes for Kensei Magic

Ktal Technomagic Attributes: Dimensional Portal (Mobile or Stationary fixed, whichever the device itself is at the time), Exorcism, Flight, Force Field, Healing, Illusion, Metamorphosis, Mind Control, Mind Shield, Regeneration, Reincarnation, Shape Change, Spirit Ward, Telepathy, Teleport, Transmutation, Water Speed, Weapon Attack

Sorcery Enchantment Attributes: All allowed attributes for Sorcery (Except Servant), Appearance 1, Art of Distraction, Aura of Command, Combat Mastery, Damn Healthy!, Energy Bonus,  Divine Relationship, Features, Personal Gear, Regeneration

Kensei Magic

            It is said that Akira Megami, the first Blademaster, was a powerful Sorcerer. Whether this is true has yet to be proven, he has bent time around his presence somehow, so only second-hand accounts and the writings of his three students remain (his son, Mamoru, and his wife, Julia, left no known writings).
            The form of sorcery taught by Akira to his three students was unlike any previously known, it draws only on the life force of the sorcerer and uses it to create and combine Elemental Forces to form spells. Spells that use Akira's Kensei Magic techniques are much more draining to the user, but are capable of feats beyond those of regular sorcery. They are capable of affecting the sorcerer, a feat considered impossible in regular sorcery. In addition, Blademasters can cast spells without the need of Elemental Stones.

Allowed Special Attributes: Animal Friendship, Astral Projection, Combat Mastery, Defense Techniques, Dimensional Portal, Duplicate, Extra Attacks, Elasticity, Exorcism, Flight, Force Field, Ground Speed, Healing, Heightened Senses, Illusion (all), Invisibility, Jumping, Life Support 1, Metamorphosis, Mind Control, Mind Shield, Personal Gear, Regeneration, Sensors, Shape Change 1-3, Sixth Sense, Size Change, Special Defense, Special Movement, Speed, Spirit Ward, Stealth, Super Strength 1-2, Telepathy, Water Speed, Weapon Attack

Psycher Powers

            Psycher powers are the extensions of will and mental acuity. Psycher powers are activated by the mental recitation of certain rigid, complex formulas which must be performed flawlessly. Failure to do so results in the building energies of the Psycher to violently turn against their own mind. However, certain components of the formulas are common to all Psycher powers (hence the bonus to Mind stat checks to activate at higher levels), and these building blocks are utilized in the creation of new abilities. Of course, formulas exist for all the attributes listed below, but some of them are rare, closely held by ancient masters, usually on some high mountain peak somewhere.

Attributes: Animal Friendship, Astral Projection, Aura of Command, Defense Techniques, Dimensional Portal, Duplicate, Electronic Counter-Measures, Environmental Control 1-2 (Any), Exorcism, Features 1 (Longevity), Flight 1-2, Force Field (any level, 30 points maximum damage reduction), Healing, Heavy Armor (Hidden only, must be Optimized), Heightened Senses, Illusion, Invisibility, Light Armor (Hidden only, any other options if desired), Mind Control, Mind Shield, Precognition, Regeneration (levels 1, 3, and 5), Sensors, Servant, Sixth Sense, Special Movement, Spirit Ward, Stealth, Super Strength 1-2, Telekinesis, Telepathy, Teleport 1-3, Weapon Attack

Shamanist Magic

            Shamanist Magic represents the bargains a Shaman has made with the various spirits of the Spectral Levels. A powerful Shaman is usually surrounded by dozens of spirits of differing types and abilities. These range from spirits of the Elements, the spirits of those objects the Shaman carries with her (although these cannot possess the Shaman, they simply accompany him on Spectral voyages), to spirits of place or even spirits of the dead. Actually, spirits of the dead tend to be the most common spirit type accompanying the Shaman.
            A typical bargain between spirit and Shaman will involve a particular service or sacrifice made by the Shaman on behalf of the spirit. Once the spirit has been satisfied, the Shaman may allow the spirit to possess her (via the Metamorphosis attribute) to accomplish some task needed by the Shaman. Spirits will come and go, so Shamans are allowed to make new bargains in exchange for old (altering Metamorphosis templates) in between adventures or even during a session with sufficient effort. Shamanist Magic allows all Magic Options to reduce or increase Energy Cost.
           The Metamorphosis Attribute requires special attention, each Template represents the powers granted by a single spirit, and only one spirit may possess the Shaman at a time. Typically, physical alterations are minor or nonexistent, although those with Sixth Sense-Sense Spirits will be able to see the Shaman is possessed. Exorcism can force a spirit out of the Shaman, and Shamans trapped behind Spirit Wards cannot call on spirits on the other side. Allowed Attributes for Metamorphosis (Spirit Fusion Templates) are all Normal Attributes (except Organizational Ties and Personal Gear) and Paranormal Attributes (although some may require GM’s approval). The Shaman player is encouraged to develop histories and personalities for those spirits she keeps around. Some spirits may even become full fledged Servants (bought separately with Character Points, not with Shamanist Magic Power Points).

Attributes: Astral Projection, Exorcism, Metamorphosis (Self, Spirit Fusions), Spirit Ward

Sorcery

            The powers of Sorcery, that is, the manipulation of Elemental Forces through the use of Elemental Stones and force of will, have been known and practiced for the last four hundred years. Sorcerers have roamed the land, steeped in power, seeking the ancient lore which will restore the awesome powers of Mu, Kingdom of Magic.
            Sorcery is controlled by the Elemental Stones, a Sorcerer must have an Elemental Stone of sufficient size and of the correct element at hand (typically set in his Focusing tool) to cast a spell. The typical Focusing tool for a Sorcerer is the staff. A Focusing Staff begins its life as a humble walking staff, a large Elemental Stone, corresponding to the Sorcerer's Aspect, is set into the top of the staff. Additional Elemental Stones are added for any other Elemental Forces the Sorcerer can use, as well as a few extra if any spells are enchanted in the staff.
            Sorcery requires the use of the Focusing tool to gather the Elemental Forces required for the spell (typically already stored within the tool, raw Elemental Force drains the Sorcerer's energy), a chant which allows the Sorcerer to shape the Elemental Force into the correct shape for the spell, and hand gestures to further refine the spell and indicate the target. These three components of all traditional spells are known as Stone, Song, and Subject. A spell cast without the Stone will not work, a spell cast without the Song requires more effort (but takes less time), as well as those spells cast without the physical indication of the Subject.
            Sorcery also has other limitations. Sorcerers cannot alter their own physical state directly, spells of regeneration or physical transformation do not function, enchantments can allow such feats, but they have their own risks and costs. Sorcerers can only grant competence equal to their own, spells which gift subjects with supernatural prowess cannot grant the Sorcerer additional skill or ability in combat, enchantments cannot circumvent this limitation. Sorcerers must provide the energy for their spells, it can be drawn from other sources, such as Elemental Stones, but no spell can be made permanent without a continuing source of energy, most Sorcerers use Elemental Stones to anchor permanent spells and enchantments, although raw Elemental Force (if self replenishing) can be used for fixed enchantments.

All Sorcery: Astral Projection, Exorcism, Heightened Senses, Light Armor, Mind Control, Mind Shield, Reincarnation, Servant, Sixth Sense, Spirit Ward, Telepathy, Weapon Attack

Air Sorcery: Enviromental Control (Silence, Temperature, Weather), Flight, Force Field, Illusion (Smell, Sound), Insubstantial (Gaseous Form), Life Support, Sensors (Indirect, Standard), Special Movement (Cat-Like, Light-Footed, Wall-Crawling), Stealth (Hearing, Smell), Telekinesis (Air, General)

Earth Sorcery: Ground Speed, Heavy Armor, Insubstantial (Incorporeal Form), Meld, Shield, Special Movement (Balance, Cat-Like, Light-Footed, Untrackable, Wall-Crawling), Telekinesis (Earth, Metal), Transmutation (Non-living things), Tunneling

Fire Sorcery: Enviromental Control (Light, Temperature [up only]), Flight, Force Field (with Offensive), Special Defense (Fire), Telekinesis (Fire)

Light Sorcery: Dimensional Portal, Enviromental Control (Light), Illusion (Sight only), Invisibility, Sensors, Special Defense (Blinding Light)

Nature Sorcery: Animal Friendship (Normal Attribute), Extra Arms, Healing, Heavy Armor, Life Support 1, Meld, Metamorphosis, Shape Change, Size Change, Special Defense, Special Movement, Sensors (Analytical), Stealth, Super Strength, Telekinesis (Wood)

Shadow Sorcery: Contamination (Hard, Easy), Enviromental Control (Darkness), Force Field, Illusion (Sight, Touch), Invisibility, Mystic Counter-Measures (Paranormal ECM), Stealth (Vision)

Time Sorcery: Dimensional Portal, Force Field, Precognition, Sensors (All), Telekinesis, Teleport

Water Sorcery: Enviromental Control (Temperature (down), Weather), Sensors (Indirect), Special Movement (Water-Walking), Telekinesis (Ice, Water), Water Speed

Vampire Magic

            The magical discipline of the Shadow-souled, Vampire Magic can only be used by those with an innate imBalance of Shadow Elemental Force. Such creatures include Vampires, Midnight Dragons (although few ever learn), Nemissarys, and those changed by such creatures using the Contamination attribute (usually granting one or two points of Vampire Magic in exchange for a level of Marked or Owned by a [etc].)

            Through access to the Spectral Level of Shadow, Vampire Magic is capable of feats resembling several other magical disciplines, such as Kensei Magic and Shadow Sorcery. However, the dark tides of Vampire Magic allow for feats of transfiguration not capable of any discipline less vile. Ritual trappings for Vampire Magic include blood sacrifices, bleached bones, and even carnal acts of an extremely explicit sort (some initiates of Vampire Magic are, of course, just in it for the groupies).

 

Attributes: Animal Friendship, Astral Projection, Combat Mastery, Dimensional Portal, Duplicate, Elasticity, Environmental Control (Darkness), Exorcism, Flight, Force Field, Ground Speed, Heightened Awareness, Heightened Senses, Illusion, Insubstantial, Invisibility, Jumping, Life Support, Meld, Metamorphosis, Mind Control (Animals), Personal Gear, Sensors, Shape Change, Sixth Sense, Spirit Ward, Stealth, Super Strength, Swarm, Telepathy, Teleport, Weapon Attack

Astral Projection

            The ability to manipulate Elemental Forces opens the mind to a whole new world of perception, although few pursue it in full. Essentially, the Sixth Sense attribute (Sense Magic, Sense Spirits) allows a character to perceive the first of the nine Spectral Levels. The Astral Projection attribute allows the character to send themselves (as a projection) into the Spectral Levels.
            The first level is similar to physical reality, although invisible spirits can be seen and magic effects can be easily spotted by the tamed Elemental Forces flowing through or around areas affected by spells or enchantments. Astral forms on the first level of the Spectral tend to be normal or slightly idealized versions of the character. Although by default they are unclothed, it is but a simple matter of a moment’s concentration to materialize clothing or other gear. However, such equipment remains nonfunctional unless created using the Magic or Dynamic Sorcery attributes.
            The levels of the Spectral past the first are Elemental Realities, the true basis for each Elemental Force. Since physical reality is created from the interplay of these forces, it is possible for a character to visit these levels in any order, but they are arranged in a specific order here to represent the ancient cosmology of creation. Each level is home to various spirits of Elemental Force, and certain powerful Sorceries can only be created with the assistance of these spirits. The levels, in the order of creation, are actually set in reverse order, the eldest level is considered the highest, while the newest level is the lowest, directly above the first level. The levels are, in order, as follows: Time, Nature, Fire, Water, Air, Earth, Light, and Shadow.
            Rumors exist of a tenth level, the Realm of Souls, where the spirits of the departed rest between cycles of incarnation. None has ever visited this level and returned, although certain spells of Vampire Magic and Dynamic Sorcery (Necromancy) appear to call upon this level. At least, the spirits of the dead are coming from somewhere.

Currency

Silver Coins

            The matin is the accepted currency of the world. Minted by the Eight using silver gained from various mines, the coins are about the size of an American quarter, and can be exchanged in most cities at a favorable rate. The symbol of the Balance, a staff and sword crossed behind a set of scales, is on one side and the sigil of the issuing member of the Eight is on the reverse.
            On the Northern continent the Zeenan florin is considered equal to the matin, being the same weight and purity, with the Garosian ducat the next at 1 and 1/2 per matin. All other kingdoms of the North except Sidun, which refuses to mint silver coins, vary between two and three per matin, depending on season. The other coins of the Northern continent are as follows from most to least valuable; the Sylvanos farthing, the Ktal dollar, the Karnhanar axil, the Jarna janir, and the Sulmarin wu-long.
            The Southern continent presents a less complicated scenario in the area of currency. Aside from the Empire of Kanno, which uses the shard, a bar of silver mixed with steel about 1/2"x1/4"x1/8", which is considered equal to the matin inside Kanno but only equal to about half a matin outside, the Southern continent does not issue coins, using only the Eight's matin for silver transactions.

Gold Coins
            Most countries do not mint gold coinage, gold being relatively worthless. The exceptions are the Karnhanar sturn and the Sidun farix. The sturn is considered the more valuable of the two, at about twenty matins per coin, while the farix is not even accepted in some communities, despite being more valuable by weight. The sturn features an image of the northern cliffs of Karnhanar on one side, and an axe and hammer crossed on the other. The farix features the sigil of the Unbroken Circle of Eternal Night on one side, and a portrait of the current Vampire Overlord on the reverse.

Copper Coins
            While there are many different kinds of copper coins, they usually work out to the same value by weight and purity, which is thirty coins to the matin. The exceptions are Sidun, where their copper coins are three to the matin due to great size, almost pure copper, and weight; and Kanno, which is based on the shard and suffers the same exchange problem.

Languages

            In the ancient days of Mu, Kingdom of Magic, there were only three languages. The first was Low Tongue, used in everyday conversation, business deals, and writing. The second was High Tongue, which was only rarely used, as it was the language of Magic, which could alter the Balance. The third was old Ktal, now known as the Temple tongue. When Mu was destroyed by the Balance at the end of the War of Thought, the new races abandoned both High Tongue, which they did not know, and Low Tongue, which symbolized their oppression.
            The humans created the Trading language, a complicated amalgam of several human dialects, as well as Dwarven, Elven, and Ktal to convey concepts when necessary. In these days, most humans only speak Trading, and perhaps the language of one of the other races. The regional dialects have become increasingly rare, and few even remember how to speak them. The old Ktal language evolved over time into the current Ktal tongue, but many of the old words were dropped, as they dealt with concepts none understood.
           The dwarven language, called simply Dwarven, is difficult for non-dwarves to speak. Not because of pronunciation or grammar, but because of length. Dwarven cannot relay new concepts very well, and has no proper simile or metaphor. When a dwarf says something, he means it. This lack, along with the dwarves insular culture, makes it difficult for dwarves to lie in any language.
            The elven language, on the other hand, is very loose and fluid. Elves typically love stories, simile and metaphor becomes quite elaborate and extravagant in Elven. It can take half an hour to order a roast chicken in an elven restaurant, humans sometimes get frustrated at listening to elven companions recall their first roast chicken simply to order one today. The Kirdun and Kurdan elves speak the same language as their continental cousins, but are slightly more direct and straightforward in their manner of speech.
            The Ktal-jin language, which like most things having to do with the cat people is called Ktal, is the most difficult language to learn for those without the Ktal-jin sense of hearing. Since the Ktal-jin's sense of hearing is quite acute, the use of sound is more refined in Ktal than in any other language. Ktal-jin speaking Trading sometimes overemphasize words because of their use of subtle accents in their own language. Written Ktal is a linguist's nightmare of variable accent marks and special letters. Thankfully, Ktal is quite straight-forward in its phrasing, making it easy to determine the meaning once the words themselves are known.

Spirits

            Spirits are sentient expressions of Elemental Force. For the most part, spirits are simple creatures that pay no attention to the affairs of mortals. Few of these spirits possess the power of speech. Composite spirits, those spirits of multiple Elemental Forces, on the other hand, tend to be complex entities with their own agendas. Composite spirits with five or more Elemental Forces (or two opposing forces) are actually living souls, capable of independent thought and speech. All spirits, irregardless of type, may be summoned and given physical form by Elemental Magic and Sorcery, although usually only for a limited time.

            Spirits of the elements come in two kind, the weaker, sessile spirits tied to the elements of a particular place, and the Spirits of Elemental Force. Spirits of Elemental Force spontaneously form around strong sources of an element, but are actually composite spirits with their particular Elemental Force in dominance over the others. Spirits of Elemental Force are mostly incapable of assuming physical form, and thus are easy to strike up a bargain. However, even from the Spectral they can influence the world, with some difficulty, by controlling the flow of their Elemental Force. Inside the body of a Shaman, however, they have a much greater control over their Elemental Force in the physical world. Once they possess a Shaman, she becomes capable of working Elemental Magics of the Spirit’s type, but with no additional energy expenditure.

            Normal physical objects usually do not have spirits of their own, but if a strong bond exists between a soul and the object, a simple Object Spirit can develop. Shamans can ‘awaken’ objects with a Soul Stat Check (difficulty dependent on how long the Shaman has possessed the object +6 if they’re holding it for someone else, -6 if it’s a treasured lifelong possession, etc.) causing them to develop an Object Spirit over the course of a few hours. Under normal conditions, the process takes years, sometimes even decades. Simple objects and mechanical devices (firearms, magic, and steam do not work) can have Object Spirits, which can be carried by an astral body. In other terms, a character with awakened Personal Gear may use it freely with Astral Projection and to full effect. Any character who wishes to begin the game with an Object Spirit must pay double the normal item cost (mundane items become minor items). Object Spirits cannot possess Shamans.

            Plants have their own spirits, usually simple creatures directly in tune with their physical form. Elves reach out to and synch with these spirits when performing Elven Magic on plants. Sometimes a large and particularly old tree will be home to many spirits, some of them with the power of speech and the ability to leave their tree home. Elf children frequently play games with these spirits, and most Tree Spirits develop childish personalities as a result. Tree Spirits, however, have no real powers, even over their own homes, and are mere annoyances at worst. Most other plant spirits (other than Lilim, see Racial Templates for details) are simple sleepers, mere analogs of their physical presence. If a Tree Spirit should possess a Shaman, she gains the limited ability to manipulate trees (essentially gaining Telekinesis [Wood]).

            Average Tree Spirit Template (12 Points)

            Body 4, Mind 4, Soul 4, Attributes: Insubstantial 1 (Spectral), Telekinesis (Wood) 2, Defects: Restricted Path 2 (Area around Home Tree), Unique Defect- Spirit 2, Unskilled 2

 

            Animals, for the most part, have souls which are firmly attached to their bodies, incapable of sensing or manipulating the Spectral at all. However, groups of animals sometimes give rise to a Spirit of the Collective. Collective Spirits tend to appear as a large, powerful version of the animal group they arose from, typically appearing to hold an eldritch wisdom in their eyes. Incapable of assuming physical form, Collective Spirits guide their group (be it pack, herd, pride, or flock) through the use of Telepathy (Group Only). While these spirits typically have the best interests of their own group at heart, they can be persuaded, threatened, or bribed to use their powers for other purposes. Unlike the animal they control, Collective Spirits are capable of speech, and usually speak the language most prevalent in their area. If a Shaman should happen to allow a Collective Spirit to possess her, she gains the ability to Telepathically communicate with animals of the Collective Spirit’s type.

            Collective Spirit Template (+9 Points)

            Base Creature Type, Mind +2, Attributes: Insubstantial 1 (Spectral), Telepathy (Group Only) 6, Defects: Unique Defect- Spirit 2

 

            Similar to Spirits of the Collective, Archetype Spirits also appear as large, powerful versions of normal animals. Unlike Collective Spirits, however, Archetype Spirits are capable of assuming physical form, like Lilim. Archetype Spirits tend to consider themselves the guardians and caretakers of their species, and have no compunctions about attacking mortals who they consider to have abused their species. A simple offering (usually a prayer for the spirit of the animal just slain, sometimes an actual offering of plants or meat) is usually enough to placate an Archetype Spirit for the death of a single member of its species, it is only the truly large slaughters that attract their attention. Fortunately, Archetype Spirits avoid civilization at all costs, and most Archetype Spirits are of non-domestic animals (although the Archetype of Cats is practically a God in some cities). It is impossible to quantify Archetype Spirits beyond this, as they are truly larger than life, all can speak at least one language, and can telepathically communicate and sometimes control their own species. Archetype Spirits grant Shamans the powers of the animal they represent during possession, allowing her to run with the speed of a Diatramy, the sight of a hawk, or the smell of a wolf.

            Archetype Spirit Template (+14 points)

            Base Creature Type, Attributes: Insubstantial 1 (Spectral), Magic 2 (Insubstantial 4 [Physical, Spectral]), Telepathy (Own Species) 6, Cannot Talk -1 (removes Cannot Talk) Defects: Attack Restriction 1 (Own Species), Unique Defect- Spirit 2

 

            Spirits can develop from mortal interaction, the residue of occupation upon the Elemental Forces of an area coalesces into a Spirit of Place. Generally, the larger a particular place is in the minds of its inhabitants, the stronger the spirit that results, but also the more lethargic. The ‘local character’ of a particular area influences the spirit’s personality to some extent, as well as their appearance. Spirits of Place always appear as the dominant or most numerous race within the area. The Spirit of Ktal, for example, appears as a Ktal-jin woman of indeterminate age, curious and inventive, but intolerant of fools. Few Shamans seek dealings with a Spirit of Place unless they plan on spending a great deal of time there, as a Spirit is bound to its Place, and cannot leave it. If a Shaman should happen to allow a Spirit of Place to possess them, the results tend to be, unpredictable, and usually dependent on the Spirit’s innate abilities.

            Souls are destined to reincarnate, but some refuse to, or simply cannot, move on to their next life. Typically, unfinished business or black necromancy binds these souls to the first level of the Spectral, creating a Spirit of the Dead. There are many different types of Spirits of the Dead, such as restless ghosts, hungry wraiths, and vengeful specters. Despite being confined to the Spectral, most Spirits of the Dead have the ability to affect the Physical world to some extent, usually by sending dreams or leaving messages (via the Telepathy and Telekinesis attribute). Shamans and Elves see it as their duty to help these Spirits pass on, although most Shamans will attempt to bargain with Spirits of the Dead with useful skills and abilities, as possession will grant them these.

            Average Spirit of the Dead Template (+8 Points)

            Stats as in Life, Attributes: Insubstantial 1 (Spectral), Telepathy 2, Telekinesis 1, Defects: Restricted Path 2 (Fetter) Unique Defect- Spirit 2

 

            The final and most rare type of spirit is the Avatar Spirit. Avatar Spirits are leftover memory constructs from the War of Thought and years prior, created by High Magic to accomplish a specific task. Once this task is done, the Avatar Spirit dissolves, incapable and usually unwilling to sustain itself. Each Avatar Spirit contains the memories of one Angel or Demon, their creator, as well as powers suited to complete their task. As such, Avatar Spirits can only speak High and Low Mu, knowledge of either is required to communicate with them. None knows what happens when a Shaman allows an Avatar to possess her, as it has never been completed successfully.

 

Religions

            The two predominant religions of the world are the Ktal’s Temple of Technology (also sometimes referred to as the Order of Reason or the Brotherhood) and the Shamanic practice of ancestor veneration. Lesser religions include Our Lady of Garos (worshipping the Queen Mother [an angel who founded Garos and died in 2306] as a goddess), the Church of Night (worshipping Noble Vampires as avatars of Elemental Shadow, the official state religion of Sidun),

            The Ktal Temple holds services on every Eighthday, usually a simple sermon and some singing, as well as a call for donations of both silver and time for public works projects (sewers, roads, etc.). Afterwards, the priests (usually Technomages) teach classes on basic and advanced mechanics and physics. The beliefs of the Temple are fairly simple, that everything is the result of interactions on both the physical and spectral levels, and that the soul is a verifiable construct which returns after death as another person. Spirit Wards and Exorcisms performed by the Temple follow the same principles as Sorcery, although with a more scientific approach.

            The Shamanic practice of ancestor veneration is a fairly simple worship structure. Those who venerate their ancestors have a small shrine, usually located centrally or in a special room in their home, where prayers are said and offerings are made on specific days. At least once a year (sometimes as often as daily) a family will have a Shaman visit their ancestor’s shrine to see if their ancestors are present and happy. Typically, the ancestors’ spirits have either moved on, or are pleased, if they are unhappy about something, the Shaman will usually suggest an appropriate course of action (and may even perform it, for a fee). Usually, those families that practice ancestor veneration have one or more Spirits of the Dead hanging around the family shrine, although they tend to be benevolent, and not hungry ghosts or wraiths. Before traveling, most leave a small offering to the spirits of their ancestors, in the hopes of a safe journey, in many cases, this does in fact work, as some Spirits of the Dead are quite strong, and can ensure good fortune.

 

Clothing and uniforms

            The typical garb for various groups depends on the local culture and mores. In Garos for instance, women wear full dresses with petticoats while men wear shirts, trousers, and leather vests. In Sidun the ruling vampires dress in spider silks and lace while their mortal serfs wear simple homespun cloth garments of varying cuts and quality. The dwarves of Karnhanar dress like dwarves do everywhere, in tough work leather. The elves of Sylvanos prefer to dress in light, airy garments made by weaving the silk of a species of butterfly bred by the elves. Jarna sports a cosmopolitan mixture of clothing styles from all over the world and Zerans dress mostly in oilskins, with richer citizens wearing whatever other nation’s clothing is currently in fashion. The people of Sulmarin dress in soft leathers or cotton, dependant on their profession, while the Sovereign Democracy of Grand Ktal is home to an eclectic mix of clothing styles, colors, and materials, some not available anywhere else in the world.

            On the Southern Continent, the people of Kanno all dress the same, in drab gray wool shirts and denim pants. The Republic of Marsith has no set fashion, typically following the lead of certain designers in Jarna. The people of Avernus dress in as little clothing as possible, due to the warm climate, it is not uncommon to see men in loincloths. The people of Luminar dress in black, that’s the only way they can manage to see each other. Oak Cove citizens prefer fur-lined leather jackets over cotton shirts and blue-dyed denim pants, for reasons unknown. North Harbor, like Jarna, sports clothing styles from around the world, and finally the people of Rogue’s Haven dress however they please, or not at all.

            The peoples of the islands tend to dress in a fashion suiting the weather of the area and the local materials. The elves of Kirdan wear cloaks of Green Diatramy feathers and simple loincloths for both sexes, while the pirates of Vaurgan wear whatever they can steal from various ships. The few non-Sorcerers of Cronus actually wear special clothes made by the Mobius Order to withstand the Time Elemental currents that suffuse the island, such garments are typically high collared coats with a buttoned flap over an undershirt and simple pants, and is worn by both sexes.

            The armed forces of the various countries don’t bother with uniforms for the most part, sticking with simple tabards bearing the country’s standard over the soldier’s armor. Although the Empire of Kanno armies march to battle in scarlet tunics and wearing black steel helms with face-concealing visors. Dress uniforms, on those rare occasions they are needed, tend toward the flashy, made of shimmering cloth and bedecked with braid or ribbons, although the Empire of Kanno is again the exception with its plain scarlet tunics and black body sashes, festooned with medals from previous successful campaigns, usually putting down uprisings.

            Adepts wear whatever they want, as long as they do not attempt to impersonate Sorcerers.

            Blademasters always wear whatever will not impede their movement and suits their personal tastes and fighting style. Some Blademasters like the look of a leather jacket or skimpy outfit, although these tend to be rare exceptions.

            Dragon Knights have no official dress uniform per se, but they are expected to keep their plate armor shiny, and some Knights have ‘dress armor’ made with gilding and fanciful touches like dragon-shaped helms.

            Gunslingers wear whatever they wish when on patrol, as a form of compensation for their dress uniforms. A nightmare of maroon and yellow, with puffy sleeves and tight-fitting breeches, the Gunslinger’s dress uniform was clearly designed to bring them humility, or embarrassment.

            Psychers dress normally, unless they wish to advertise their powers. In that case, a simple blue sash is enough in most areas, although some Psychers with Precognition also like to add a ‘third eye’, a gemstone the color of the Psycher’s eyes and worn on a chain against the forehead between and above their actual eyes.

            Shadow Knights and Skulkers both wear whatever will help them blend in or fit their cover story. An official uniform for either occupation would simply make it easier for them to be caught.

            Shamans have many differing styles of dress, some prefer to dress in archaic clothing, to make their spirit friends more comfortable, while others drape themselves in animal skins, and still others wear only the latest fashions. As in all things, Shamans are highly individualistic.

            Sky Captains tend to dress in the style of Oak Cove, and add an odd fashion accessory of glass goggles held in place with leather. Most of them claim it’s tradition, but how they can have such a tradition when Airships have existed for less than a hundred fifty years, and this particular type of goggle for less than thirty, is a total mystery.

            Sorcerers have a strict and complicated dress code. Each of the Eight has a particular color they wear, and practitioners must wear that color if they wish to present themselves as Sorcerers. The colors are as follows: crimson (fire), lincoln green (nature), sky blue (air), teal (water), black (shadow), white (light), brown (earth), and light gray (time). Every official garment must also have sleeves sufficient to show the Sorcerer’s progress in their chosen disciplines, which are represented by colored bands, one for each rank (level) they have in each sorcerous discipline (attribute). Truly powerful Sorcerers are draped in rainbow-colored sleeves which nearly drag on the floor. As there are technically 176 sorcerous disciplines (not including attack spells, which are not included in this dress code in any case) divided unevenly amongst the Eight, it is outside the scope of this document to describe each discipline’s individual color, as some require Heightened Senses (Sight) or Heightened Awareness to tell apart in any case.

            The Technomages all dress in the garb of their Order, a simple shirt with breast pocket and a pair of baggy pants with many pockets and a few loops to put tools on. Many Technomages suffer from poor vision from working in labs constantly, and wear glasses. Some also wear backpacks, and their pockets are usually bulging with papers and devices. In inclement weather, they wear gray trenchcoats and fedoras, no one knows why, but it is a tradition dating back over a thousand years.

 

Lost Dragons

            Zenith, Teal, Gray, Legion, their names echo through the histories of the War, but by the end they were gone, believed destroyed for good. Rumors abound, of mysterious sightings at dawn, lost sailors guided home by mysterious creatures beneath the waves, encounters deep within the ancient mountain mines, and meetings with vanishing strangers in the empty parts of cities. What follows are a set of speculative descriptions and attribute listings, but, they are not to be taken as the only truth.

            The Zenith Dragon is a shining example of the power of Light. A majestic, albeit small, dragon, Zeniths reach a size of about eight tonnes, with a length of about one hundred twenty meters and a wingspan of around one hundred thirty meters. At birth, Zenith are particularly vulnerable to Shadow Elemental Force, this made them easy to hunt down, unfortunately. If Zenith still live anywhere, it is Luminar, where the omnipresent Light would make them all but invisible (+6 to locate a Zenith Dragon or any particular Light spell in Luminar, due to massive interference from the local energy). Truly powerful Zenith dragons can even transmute their flesh to pure Light.

            Teal Dragons, the leviathans of the deeps, are the Dragons of Water. Gigantic, yet graceful in their own environment, Teal Dragons are barely capable of gliding flight once they reach maturity, and cannot fly before then. Teals reach a size of 40 tonnes, although wingspan is a mere 100 meters, while length is nearly 300 meters including tail. The breath of a Teal Dragon can freeze a man solid, and anyone wishing to tame one of these incredible creatures must be capable of breathing water. If any Teal Dragons still live, they hide in the depths, far below the surface. Teal Dragons were not solitary, however, and usually hunted in packs.

            Born with the endurance of stone, Gray Dragons are the toughest of all the dragon species. However, they cannot fly, ever, their wings served a different purpose instead, allowing them to ‘fly’ through solid rock at high speeds. Like the passage of air beneath another dragon’s wings, the rock a Gray Dragon passes through is but momentarily parted, only slightly disturbed by their passage, but they can extend the momentary parting to protect a rider. The Gray Dragon’s breath can turn a man to stone, forever. Although not larger than Crimson Dragons, the Gray Dragon’s stony body caused them to be much heavier, the heaviest dragons of all at a size of 50 tonnes at maturity, although they only reached about one hundred fifty meters in length, with a roughly equal wingspan. Due to their powers, it is impossible to find a Gray Dragon unless it wants you to find it.

            Legion Dragons are true shapeshifters, they have no ‘real’ form once they near maturity, morphing from one to the next with an ease that is impossible to match. Typically, they appear as humans, elves, Ktal-jin, cats, wolves, whatever happens to strike their fancy or suit their purposes. The Legion could even split themselves into various smaller entities, becoming swarms of bats, or even entire hives of insects at will. Despite their (native) size, Legion Dragons do not take riders for any reason. Older Legions tend to be smarter, faster, and stronger than any human could hope to be without a lifetime of training, although they do lack the telepathic gifts of the other dragons. Some believe that this was to prevent the normally mischievous shapeshifters from causing even more mayhem. The only way to find a Legion Dragon is if one reveals itself to you, even as a baby their natural shape change ability allows them to disguise themselves as adults of other species.

 

Zenith Stats

Dragon 1
Body: 3, Mind: 4, Soul: 4, Health: 35, Energy: 40, Shock: 7, Combat Value: 3/1
Flight (Hover) 1, Force Field 1 (3 points/level, Offensive, Both Directions, Uses Energy), Weapon Attack 1 Light Blast: 30 damage (Flare, Backblast, Short Range)
Defects: Cannot Talk 1, Vulnerability 1 (Shadow Attacks)

Dragon 2
Body: 4, Mind: 4, Soul: 5, Health: 45, Energy: 45, Shock: 9, Combat Value: 4/2
Flight (Hover) 1, Force Field 1 (4 points/level, Offensive, Both Directions, Uses Energy), Heavy Armour 1, Natural Weapons 1 (Claws), Super Strength 1, Telepathy 2 (Universal), Weapon Attack 2: Light Blast: 45 damage (Flare, Backblast, Short Range)
Defects: Awkward Size 1, Cannot Talk 1, Vulnerability 1 (Shadow Attacks)

Dragon 3
Body: 4, Mind: 5, Soul: 5, Health: 45, Energy: 50, Shock: 9, Combat Value: 4/2
Extra Capacity 1 (1 Person), Environmental Control 2 (Light), Flight (Hover) 2, Force Field 1 (4 points/level, Offensive, Both Directions, Uses Energy), Heavy Armour 2, Natural Weapons 2 (Claws, Fangs), Super Strength 1, Telepathy 3 (Universal), Weapon Attack 3: Light Blast: 45 damage (Flare, Penetrating [Force Fields], Backblast, Short Range)
Defects: Awkward Size 2, Cannot Talk 1

Dragon 4 (Mature Adult)
Body: 5, Mind: 5, Soul: 5, Health: 50, Energy: 50, Shock: 10, Combat Value: 5/3
Extra Capacity 2 (2 People), Environmental Control 5 (Light), Flight (Hover) 3, Force Field 2 (4 points/level, Offensive, Both Directions), Heavy Armour 2, Natural Weapons 2 (Claws, Fangs), Super Strength 1, Telepathy 4 (Universal), Weapon Attack 4: Light Blast: 45 damage (Flare, Penetrating [Force Fields] x2, Backblast, Short Range)
Defects: Awkward Size 2, Cannot Talk 1

Dragon 5
Body: 5, Mind: 5, Soul: 6, Health: 55, Energy: 55, Shock: 11, Combat Value: 5/3
Extra Capacity 2 (2 People), Environmental Control 5 (Light), Flight (Hover) 3, Force Field 4 (4 points/level, Offensive), Heavy Armour 2, Natural Weapons 2 (Claws, Fangs), Super Strength 2, Telepathy 4 (Universal), Weapon Attack 6: Light Blast: 60 damage (Flare x2, Penetrating [Force Fields] x2, Backblast, Short Range)
Defects: Awkward Size 2, Cannot Talk 1

Dragon 6
Body: 6, Mind: 6, Soul: 6, Health: 55, Energy: 60, Shock: 12, Combat Value: 6/4
Extra Capacity 2 (2 People), Environmental Control 6 (Light), Flight (Hover) 3, Force Field 4 (4 points/level, Offensive), Heavy Armour 2, Insubstantial 4 (Incorporeal, Physical), Natural Weapons 2 (Claws, Fangs), Super Strength 2, Telepathy 4 (Universal), Weapon Attack 6: Light Blast: 60 damage (Flare x2, Penetrating [Force Fields] x2, Backblast, Short Range)
Defects: Awkward Size 2

Teal Stats

Dragon 1
Body: 5, Mind: 3, Soul: 4, Health: 45, Energy: 35, Shock: 9, Combat Value: 4/2
Heavy Armour 1, Sensors 1 (Underwater), Water Speed 2 (Amphibious)
Defects: Awkward Size 1, Cannot Talk 1, Unskilled 1

Dragon 2
Body: 5, Mind: 4, Soul: 5, Health: 50, Energy: 45, Shock: 10, Combat Value: 4/2
Extra Capacity 1 (1 Person), Heavy Armour 1, Sensors 1 (Underwater), Super Strength 1, Water Speed 3 (Amphibious), Weapon Attack 3: Frost Breath 15 damage (Incapacitating, Slow)
Defects: Awkward Size 2, Cannot Talk 1, Unskilled 1

Dragon 3
Body: 6, Mind: 4, Soul: 5, Health: 55, Energy: 45, Shock: 11, Combat Value: 5/3
Extra Capacity 1 (1 Person), Heavy Armour 2,
Manoeuvre Bonus 2 (Water), Natural Weapons 1 (Claws), Sensors 1 (Underwater), Super Strength 1, Telepathy 2 (Universal), Water Speed 4 (Amphibious), Weapon Attack 4: Frost Breath 15 damage (Incapacitating)
Defects: Awkward Size 3, Cannot Talk 1, Unskilled 1

Dragon 4 (Mature Adult)
Body: 6, Mind: 4, Soul: 5, Health: 55, Energy: 45, Shock: 11, Combat Value: 5/3
Extra Capacity 1 (1 Person), Flight 1 (Glider), Heavy Armour 2,
Manoeuvre Bonus 2 (Water), Natural Weapons 2 (Claws, Fangs), Sensors 1 (Underwater), Super Strength 2, Telepathy 3 (Universal), Water Speed 6 (Amphibious), Weapon Attack 5: Frost Breath 30 damage (Incapacitating), Alternate Attack 5: Ice Shards 45 damage (Auto-Fire, Penetrating [armour], Limited Shots [6], Short Range)
Defects: Awkward Size 3, Cannot Talk 1, Unskilled 1

Dragon 5
Body: 7, Mind: 4, Soul: 6, Health: 65, Energy: 50, Shock: 11, Combat Value: 5/3
Extra Capacity 1 (1 Person), Flight 1 (Glider), Heavy Armour 2,
Manoeuvre Bonus 3 (Water), Natural Weapons 2 (Claws, Fangs), Sensors 3 (Underwater), Super Strength 2, Telepathy 6 (Universal), Water Speed 6 (Amphibious), Weapon Attack 6: Frost Breath 45 damage (Incapacitating) Alternate Attack 6: Ice Shards 60 damage (Auto-Fire, Penetrating [armour], Limited Shots [6], Short Range)
Defects: Awkward Size 3, Cannot Talk 1

Dragon 6
Body: 8, Mind: 6, Soul: 6, Health: 80, Energy: 60, Shock: 14, Combat Value: 6/4
Damn Healthy! 1, Environmental Control 4 (Temperature Decrease), Extra Capacity 1 (1 Person), Flight 1 (Glider), Heavy Armour 3,
Manoeuvre Bonus 6 (Water), Natural Weapons 2 (Claws, Fangs), Sensors 6 (Underwater), Super Strength 3, Telepathy 6 (Universal), Water Speed 6 (Amphibious), Weapon Attack 6: Frost Breath 45 damage (Incapacitating) Alternate Attack 6: Ice Shards 60 damage (Auto-Fire, Penetrating [armour], Limited Shots [6], Short Range)
Defects: Awkward Size 3, Cannot Talk 1

Gray Stats

Dragon 1
Body: 4, Mind: 2, Soul: 4, Health: 50, Energy: 30, Shock: 10, Combat Value: 3/1
Damn Healthy! 1, Heavy Armour 1, Tunneling 4
Defects: Awkward Size 1, Cannot Talk 2

Dragon 2
Body: 4, Mind: 4, Soul: 4, Health: 60, Energy: 40, Shock: 12, Combat Value: 4/2
Damn Healthy! 2, Heavy Armour 2, Tunneling 5, Weapon Attack 3: Stone Breath 15 damage (Incapacitating, Incurable, No Damage, Short Range, Toxic)
Defects: Awkward Size 2, Cannot Talk 1

Dragon 3
Body: 5, Mind: 4, Soul: 5, Health: 70, Energy: 45, Shock: 14, Combat Value: 4/2
Damn Healthy! 2, Heavy Armour 3, Natural Weapons 1 (Claws), Super Strength 1, Telepathy 1 (Universal), Tunneling 6, Weapon Attack 4: Stone Breath 30 damage (Incapacitating, Incurable, No Damage, Short Range, Toxic)
Defects: Awkward Size 2, Cannot Talk 1

Dragon 4 (Mature Adult)
Body: 6, Mind: 4, Soul: 5, Health: 95, Energy: 45, Shock: 19, Combat Value: 5/3
Damn Healthy! 4, Extra Capacity 1 (1 Person), Heavy Armour 4, Natural Weapons 2 (Claws, Fangs), Super Strength 2, Telepathy 2 (Universal), Tunneling 7, Weapon Attack 5: Stone Breath 30 damage (Incapacitating, Incurable, No Damage, Short Range)
Defects: Awkward Size 3, Cannot Talk 1

Dragon 5
Body: 7, Mind: 5, Soul: 6, Health: 135, Energy: 55, Shock: 27, Combat Value: 6/4
Damn Healthy! 7, Extra Capacity 1 (1 Person), Heavy Armour 5, Natural Weapons 2 (Claws, Fangs), Super Strength 3, Telepathy 3 (Universal), Tunneling 7, Weapon Attack 6: Stone Breath 45 damage (Incapacitating, Incurable, No Damage, Short Range)
Defects: Awkward Size 3, Cannot Talk 1

Dragon 6
Body: 8, Mind: 5, Soul: 6, Health: 140, Energy: 55, Shock: 28, Combat Value: 7/5
Combat Mastery 1, Damn Healthy! 7, Extra Capacity 1 (1 Person), Heavy Armour 6, Natural Weapons 2 (Claws, Fangs), Super Strength 4, Telekinesis 6 (Earth), Telepathy 4 (Universal), Tunneling 7, Weapon Attack 6: Stone Breath 45 damage (Incapacitating, Incurable, No Damage, Short Range)
Defects: Awkward Size 3

Legion Stats

Dragon 1
Body: 4, Mind: 4, Soul: 4, Health: 40, Energy: 40, Shock: 8, Combat Value: 4/2
Flight 1 (3 points/level), Shape Change 4 (2 points/level)
Defects: Awkward Size 1, Involuntary Physical Change 2 (Returns to Dragon form when asleep)

Dragon 2
Body: 5, Mind: 5, Soul: 5, Health: 50, Energy: 50, Shock: 10, Combat Value: 5/3
Flight 1 (Hover), Force Field 1 (4 points/level), Heavy Armour 1, Shape Change 5 (2 points/level), Super Strength 1, Swarm 1
Defects: Awkward Size 1, Involuntary Physical Change 1 (Returns to Dragon form when knocked unconscious due to injury)

Dragon 3
Body: 6, Mind: 6, Soul: 6, Health: 60, Energy: 60, Shock: 12, Combat Value: 6/4
Flight 2 (Hover), Force Field 2 (4 points/level), Heavy Armour 1, Shape Change 6 (2 points/level), Super Strength 1, Swarm 2, Weapon Attack 1: Rift Breath 30 damage (Penetrating [armour] x2, Spreading, Inaccurate, Short Range, Unreliable, Uses Energy)
Defects: Awkward Size 1

Dragon 4 (Mature Adult)
Body: 7, Mind: 8, Soul: 7, Health: 70, Energy: 75, Shock: 14, Combat Value: 7/5
Flight 2 (Hover), Force Field 2 (4 points/level), Heavy Armour 2, Natural Weapons 2 (Claws, Fangs), Shape Change 6 (2 points/level), Super Strength 2, Swarm 2, Weapon Attack 3: Rift Breath 30 damage (Penetrating [armour] x2, Spreading, Inaccurate, Short Range)
Defects: Awkward Size 2

Dragon 5
Body: 8, Mind: 9, Soul: 9, Health: 85, Energy: 90, Shock: 17, Combat Value: 8/6
Flight 2 (Hover), Force Field 3 (4 points/level), Heavy Armour 3, Natural Weapons 2 (Claws, Fangs), Shape Change 6 (2 points/level), Super Strength 2, Swarm 4, Weapon Attack 4: Rift Breath 30 damage (Penetrating [armour] x2, Spreading, Short Range)
Defects: Awkward Size 2

Dragon 6
Body:10, Mind:10, Soul:10, Health: 100, Energy: 100, Shock: 20, Combat Value: 10/8
Flight 3 (Hover), Force Field 3 (4 points/level), Heavy Armour 3, Natural Weapons 2 (Claws, Fangs), Shape Change 6 (2 points/level), Super Strength 2, Swarm 6, Weapon Attack 6: Rift Breath 30 damage (Penetrating [armour] x2, Penetrating [force field] x2, Spreading, Short Range)
Defects: Awkward Size 2

 

Abridged Timeline

From the Beginning of Time to Present

??: Balance of Elemental Forces occurs, universe is created, and the world is formed. Outside intervention is suspected, actual date unknown.
1: Sentient life evolves in two camps, in the northern Ktal Mountains, the cat-like Ktal-jin; on the lost continent of Mu, a race of winged humanoids whose name is now lost. Beginning of first Ktal Calendar, held by the Loremistress whose clan would eventually rule all of the Ktal Mountains as Head Priestess of the Technopriests.
2-1350:
Winged ones develop language, agriculture, and eventually High Magic. Ktal-jin live in nomadic tribes but develop extensive oral history and legends.
1351: First city founded by winged ones. Magic is used extensively during construction.
1435: First city destroyed by earthquake, Ktal-jin unlock secret of Fire Elemental Stones, using them to smelt iron and other metals.
1527: Magical theory first codified in the Nine Grimoires, one concerning each of the eight Elemental Forces, and the Ninth Grimoire, whose secret has been lost since the War of Thought.
1608: Mu, Kingdom of Magic, founded. Interference caused by High Magic prevents clear scrying by future observers.
1660: First known Skulker, Kharn Mar, founds the Brotherhood of Midnight in the village of Grand Ktal.
1672: Elves, the first of the new races, are created by the Lifemasters of Mu. They are assigned to the forests of the world as caretakers.
1684: The Lifemasters, pleased by the success of the elves, creates the dwarves as a slave race. Dwarves are henceforth used exclusively instead of Magic whenever stonework, mines, or tunnels are desired.
1685: Mu encounters the Ktal-jin during the construction of Ktal's first city. Trade is not pursued, due to language barriers.
1728: The last of the new races, humans, are created by the Lifemasters. Humans become the servants, companions, and playthings of Mu.
1754-1900: Rise of the Ktal-jin Technopriests, practitioners of an early form of technology-based sorcery. Under their guidance the Kingdom of Grand Ktal absorbed all unaffiliated Ktal-jin tribes during this period to gain total control of the Ktal Mountains.
1971: Mu is rocked by the discovery that humans and winged ones can interbreed and produce viable offspring. The half human, half Mu offspring are born without wings, like humans, but can use High Magic, like the winged ones.
1972-2011: Tensions rise amongst the citizens of Mu as human rights activists clash with traditionalists.
2012??: The citizens of Mu break into two opposing factions, the Angels of Light, who supported equal rights for the new races, and the Demons of Shadow, who believed that all life's rightful place was in the service of Mu.
2013-2219??: The full might of Angels and Demons is pitted against each other in a brutal struggle known as the War of Thought. Orcs, Vampires, Wolfen, and other monsters are created by the Demons, but the Angels create Dragons, Griffins, and Guardian Beasts to stand against them. Entire regions of both continents are affected, and Mu itself is devastated.
2014: Ktal Tecchnopriests create Mechanists by combining volunteer Ktal-jin with techno-sorcerous bodies. These Mechanists secure the borders of Grand Ktal with the help of Psycher units composed of the new races.
2220??: The War of Thought ends. It is unknown which side won, or if anyone won, as the Balance reasserted itself against the blatant abuse of High Magic, the Great Backlash destroys Mu with fire, flood, earthquake, storm, and the continent itself breaks up and sinks beneath the ocean. The surviving Angels live with the remaining humans, eventually wiping themselves out through interbreeding with the humans. The surviving Demons attempt to raise Mu, and are destroyed by a second Great Backlash for their use of High Magic, none are believed to have survived.
0: Ktal-jin establish the Sovereign Democracy of Grand Ktal, overthrowing the rule of the Technopriests. The Gunslinger school is founded by the Mechanists. As the conflict raged for years and many documents are lost, none are sure of the exact date under the old system, as a compromise the Second Ktal Calendar was adopted, marking the official founding of the Sovereign Democracy of Grand Ktal as year zero.
16: The first Gunslingers come out of the Ktal Mountains, bringing aid and knowledge to the struggling human and dwarven communities. The elves remain in their forests, but discard all remaining use of High Magic artifacts for a new power, that of Nature itself.
17- 131: Civilization gradually rebuilds under guidance of the Gunslingers of Ktal and the few remaining Angels. The kingdoms of today are born from the cities built during this time.
132: Last known Angel, Haruna Kobayashi, dies. Her home, when searched by her grandchildren, is found to contain a set of papers which detail the principals of Sorcery, magic in accord with the Balance.
132: The Moebius Order, the mysterious school of Time, is founded on Cronus, but does not interfere with society for over a hundred years.
141: The August University of the Green Cycle, the first of the Eight, is founded by the elves.
148: The Ancient School of Enduring Stone, second of the Eight, is founded in Garos City.
155: The Council of Clans give permission to human sorcerers to found the Unbroken Circle of Eternal Night, the third of the Eight.
164: The fourth of the Eight, the Grand College of Undying Waves, is founded in Zeras.
170: Avernus and the Ancient Order of All-Consuming Flame are founded, and the Eight (only five at this point, but well aware of the nature of the Elemental Forces) meet for the first time as a society.
180: The Mystic Circle of the Tornado is founded atop Oak Cove, becoming the sixth school of the Eight.
185: The seventh of the Eight, and the last school to be founded, the Eldritch College of Revealing Light, is constructed in what would later become Luminar.
147- 187: The southern continent is resettled, the few remaining artifacts of High Magic discovered there are confiscated by the growing Eight.
217- 236: Akira Megami, first Blademaster, teaches his three students, Sheryl Kanno, Ryo Uzuki, and Kusanagi Tanaka.
237: Akira Megami dies, his three students part ways and each establishes their own school to pass on his teachings.
238- 385: Various skirmishes between kingdoms on the northern continent.
294: Dragon Knight Council convened, and the Citadels are constructed.
307: Ktal-jin priests begin technomagic experiments after lost Technopriest documents are rediscovered, most perish in horrible Sorcery accidents, but the remainder continue the research, creating the foundations of modern Technomagic.
386: Wolfen migration halts skirmishes on northern continent, all soldiers instead prevent Wolfen from invading their homelands.
387: Pax Magus declared, the Eight ban open conflict and level sorcerous might against any who would gainsay them. Peace and prosperity follow. An attempt is made to introduce the Magus Calendar, marking the beginning of Pax Magus as year one, but is uniformly rejected by the nations of the world. The Magus Calendar fails to even become a historical footnote in most scholarly tomes.
490: The first of the dark gods appears, the Orc wargod Mordont. The Eight expend most of their resources destroying him.
491: Due to pressures on both continents and a lack of manpower after the defeat of Mordont, the Pax Magus collapses.
492: Ktal Technomages perfect their art with the first Golems.
505: The Skeleton King Gulbarak appears, the second of the dark gods. The two Blademasters Brand Uzuki, descendant of Ryo Uzuki, and Haruna Megami, descendant of the first Blademaster Akira Megami, slay Gulbarak.
506: Oak Cove unveils the first armed airship, the Invincible Typhoon, and conquers its neighbors.
507- 514: Border skirmishes on both continents.
518:
The Moebius Order officially joins the Eight, having providing support during the last 150 years.
522: Golem creation banned by Ktal.
527: Moebius Order begins history of universe, this work is as yet unfinished.
529: Observer Paradox posited and believed to be basis for creation of universe.
529-Present: Increase in Wolfen activity, second migration feared.
529: The Fire Demon Shurunga is confirmed as the third dark god, although he currently sleeps after a terrible defeat at the hands of a trio of adventures under the Gunslinger Sacos the Unlucky.
530: Present Day

Northern Continent

An overview and map in prose.

Geography
            The Northern Continent features the Ktal mountain range in the north, the Forest of Gentle shadows in the northeast, the Valley of Shadows in the southwest, and the Great Forest of Sylvanos in the middle. The south is mostly plains with sandy (or rocky) beaches located along the shoreline. The northern shore is entirely cliffs of various degrees, making landfall near impossible. The east has one safe port, while the west's coastline is occasionally racked by storms.

Kingdoms
Karnhanar:
Home to the dwarves, Karnhanar is a rich kingdom found beyond the Ktal mountains to the north on a small peninsula. The cities and villages within are protected from invasion by high, sheer cliffs and Karnhanar is believed by most to be an impregnable fortress nation. Despite this belief, the dwarves keep a well trained army and stockpile of weaponry, in case of treachery or powerful attack. Every year they wage a defensive battle against the Xyx Ktal, which lasts from spring until summer. Karnhanar’s standard is an axe and hammer crossed over a shield. Principal Exports: Armor, Refined Metals, Weaponry, Principal Imports: Art, Pottery, Fruits

Garos: A peaceful kingdom ruled by the kind Queen Mina, Garos controls a small region directly to the north of the Forest of Gentle Shadows, bordering on the Ktal Mountains. A strong Border Guard exists to repel the Wolfen attacks which come from the forest. The kingdom still prospers, however. The capitol, located atop the Garos Plateau, is the location of the Ancient School of Enduring Stone, one of the Eight. Garos is renowned for its collection of Ancient artifacts and High Tongue documents. The standard of Garos is an Angel, female, holding a sword aloft, with the word ‘Eternal’ beneath it. Principal Exports: Art, Elemental Stones (Earth), Jewelry, Pottery, Sorcerers, Principal Imports: Elemental Stones, Refined Metals, Weaponry

Sidun: Located within the Valley of Shadows, Sidun is the Kingdom of Eternal Twilight. Ruled by the Council of Clans, a group of powerful and ancient Vampires from the War of Thought, mortals are advised to stay out of the kingdom without official permission. Sidun is also the location of the Unbroken Circle of Eternal Night, one of the Eight. Limited trade does occur, and somewhat surprisingly, Vampire Hunters are welcomed into the kingdom. Of course, the amateurs never make it far, but the professionals do provide a bit of excitement to the noble vampires, until the hunters are destroyed, of course. Tourism is an increasing industry here, and the Vampire Lords are presently undertaking a serious environmental reconstruction of the entire kingdom to make it less hostile to casual visitors. The standard of Sidun is a black spider on a field of gray. Principal Exports: Art, Elemental Stones (Shadow), Gold, Sorcerers, Principal Imports: Art, Books, Elemental Stones

Sovereign Democracy of Grand Ktal: Stretching from one end of the Ktal mountains to the other, the Sovereign Democracy of Grand Ktal uses a peculiar method of choosing its leaders called 'voting'. Village mayors are elected by the people of the village, and they meet in council to chose their regional governor, who then meet to chose their August President of Grand Ktal. Title of any sort must be earned through service, and officials only serve for five years at a time. Oddly enough, the system works and the Ktal-jin are happy and prosperous. Trade is brisk, tariffs and taxes are light, roads are good. All of this is due to Ktal's machines, powered by boiling water (steam). Steam engines ply the mountain roads, carrying goods and people across the entire mountain range in a matter of days, instead of weeks. The Sovereign Democracy boasts no standard, their flag is a simple geometric pattern of triangles and squares in black and white. Principal Exports: Art, Books, Machinery, Weaponry, Principal Imports: Elemental Stones, Gold, Refined Metals

Sylvanos:
The Great Forest of Sylvanos is considered by elves to be the heart of the world. In the center of the forest grows the mighty World Tree, which is the very first tree ever, over a thousand meters high it soars above the forest, visible even outside of the Great Forest. The World Tree is magical, it grows Nature Elemental Stones amongst its branches, and shelters the elven people from harm. The elven court of Sylvanos resides amongst its gentle shadows, and the August University of the Green Cycle, one of the Eight, lives amongst its leaves and branches. Sylvanos adopted the World Tree itself as their standard during their founding, and has not changed it since. Principal Exports: Art, Elemental Stones (Nature), Fruit, Silver, Principal Imports: Elemental Stones, Weaponry

Zeran:
The small kingdom of Zeran is located at the only safe harbor in the east, called Zeras. Zeran has little military might, both at land and sea, but is immune to attack, being under the protection of the Grand College of Undying Waves, one of the Eight and located within the capitol city, Zeras. Ships come to and from Zeras to trade quite often, although not as often as they do to the free port, Jarna. Zeras boasts a Teal Dragon cresting a wave as their standard, despite the fact that the Dragons of Water have been thought extinct for centuries. Principal Exports: Elemental Stones (Water), Trade Goods, Principal Imports: Elemental Stones, Trade Goods

City States

Jarna: A port city on the southwest coast, Jarna is a free port. It has no taxes, tariffs, or banned goods. A haven for smugglers, pirates, and rogues, Jarna does a brisk trade in everything that is illegal somewhere, somewhere other than Jarna, of course. Jarna is the one few city-states that openly practice in the slave trade, earning them the enmity of Ktal and Garos. Jarna’s standard is a set of balance scales, colored silver. Principal Exports: Trade Goods, Principal Imports: Everything

Peaceful Harbor: A small fishing community in the south, Peaceful Harbor does a limited traffic in Water Elemental Stones, which sometimes wash ashore here. Peaceful Harbor has no armed forces, and thus no standard. Principal Exports: Elemental Stones (Water), Fish, Principal Imports: Everything else

Sulmarin: Located on the southern side of the Forest of Gentle Shadows, the city of Sulmarin is best known for the Uzuki Kensei School, located within the city walls. Sulmarin has no military, they rely entirely on the goodwill of the Uzuki Kensei School for protection. When the students of the Uzuki Kensei School ride to the defense of their homes, they do so under Sulmarin’s standard of a wolf seated beneath an ironwood. Principal Exports: Blademasters, Principal Imports: Elemental Stones (Air and Fire), Refined Metals

Southern Continent

An overview and map in prose.

Geography

Larger, but less inhabited than the Northern Continent, the Southern Continent has only two safe harbors, one in the north and one in the southwest. The rocky cliffs and storm tossed beaches prevented settlement for a long time. Mountains in the west are surrounded by forests, while the plains of the central region give in to the volcanoes of Avernus and the Swamp of Despair in east.
Kingdoms
Avernus:
The volcanic mountains to the east are the domain of the Kingdom of Avernus. Temperatures are high but tolerable, and the land is rich in Fire Elemental Stones. The conditions are made more livable thanks to the efforts of the Ancient Order of All-Consuming Flame, one of the Eight and located in this kingdom. Principal Exports: Elemental Stones (Fire), Weapons Principal Imports: Elemental Stones, Grain, Ore, Timber

Kanno: Ruled by the iron fist of the Kanno Blades School, the Empire of Kanno controls most of the west, including the only safe harbor in the south. The Empire of Kanno is a totalitarian police state, ruled over by the shadowy Emperor Lucian, the second best living Blademaster, but reputedly the deadliest swordsman alive. The River of Sorrow marks the boundary of the Empire and the beginning of the central plains. Principal Exports: None, Principal Imports: Armor, Steel, Weapons

Marsith: The central plains are home to the Republic of Marsith. The Fortress of Tears guards the only bridge across the treacherous River of Sorrow, repelling invasion from the Empire of Kanno. Marsith is home to the Tanaka School of Battle Arts, and its graduates gladly join the Republic’s Self Defense Force. The Southern Citadel of the Dragon Knights can be found on the outskirts of Marsith territory, and the Plains of Wrath, home to the vast herds of tan Diatramy, is located in the southern area. Principal Exports: Grain, Wool, Principal Imports: Armor, Refined Metals, Weapons

Oak Cove: Nestled atop Cove's Peak, the city of Oak Cove rules over the Aegis Forest, in the north. Their military might is based on the Airships, constructed by the Mystic Circle of the Tornado, one of the Eight. The nearby villages of Oak Grove, Chinarm Hollow, and Griffin's Rest are under Oak Cove's dominion, and they keep a fearful eye to the sky, watching for the dreaded airships. Principal Exports: Elemental Stones (Air), Timber, Principal Imports: Elemental Stones, Grain, Refined Metals, Wool

City-States
Luminar:
City of perpetual light, Luminar is located outside the southern reaches of the Swamp of Despair. The ancient power of Magic reshaped the land of Luminar, causing the light of the sun to shine continuously upon it, even when the sun itself is nowhere to be seen. Home to the Eldritch College of Revealing Light, the residue of power which surrounds Luminar leads to a surprising amount of native talent. Principal Exports: Elemental Stones (Light), Principal Imports: Elemental Stones
North Harbor: The main port for commerce between the Northern and Southern continents, North Harbor is located to the north of the center plains. The city is considered neutral ground to all, it lacks significant military presence, but the walls of North Harbor are secure against most attack, and none can enter or leave the Straight, a narrow split in the land which opens into the harbor itself, without permission. Principal Exports: Trade Goods, Principal Imports: Everything
Rogues Haven: Located somewhere in Aegis Forest, Rogues Haven is the hangout of outlaws of all kinds. Oak Cove constantly searches for the location of Rogues Haven, but the town actually relocates after the harvest every year, evading pursuit.

Islands

Cronus: The hidden island of Cronus is home to the Moebius Order, the first (and last) of the Eight. Due to the high amount of crystallized time on the island, it is almost impossible to reach without sorcery. In addition, chance is turned on its ear, and causality plays fast and loose on Cronus. Gambling has been banned, as dice frequently show impossible results (like 1 on 2d6) and sometimes everybody is dealt a straight flush. The island has no imports, being almost impossible to find, and exports only trained Sorcerers.

Legacy Island: Home to such oddities as the Well of Faith and the Oracle of Fate, Legacy Island is located far to the southwest of, well, everything. Scholars who have visited this uninhabited island believe the artifacts here date to before the development of intelligent life. The few explorers and scholars who have returned from voyages to Legacy Island have noticed ruined structures underwater surrounding the island, which may be the remains of the lost continent of Mu.

Xyx: Found to the northeast of the Karnhanar peninsula, this island is home to a tribe of degenerate, cannibalistic Ktal-jin. Each year the Xyxians attempt to storm Karnhanar and the Sovereign Democracy of Grand Ktal, carrying away any prisoners they manage to capture to be eaten. Both Karnhanar and Grand Ktal have a small posted bounty on Xyxians, identified by their mottled black pelts and hair (believed to a be symptom of the disease they suffer from, caused by eating their own dead).

Kirdan: The forest island of Kirdan is home to a pair of warring tribes of elves. Although they have the potential for elven magic, these savage tribes are so far from the elven Balance that they lack the focus to use their innate powers. The Kirdun tribe controls the east side of the island, while the Kurdan tribe controls the west. Both tribes ride Green forest Diatramys, a subspecies native to the island.

Vaurgan: The volcanic island of Vaurgan is a smuggler’s island. Used as a stopping point between various ports on both continents, the island is located in the eastern reaches of the World Sea. Despite the active volcano, an active shipyard repairs and outfits smugglers and pirate vessels alike. Fire Elemental Stones are fairly common here, and the island boasts several powerful Fire Sorcerers.

 

Recommended Reading/Viewing/Playing

 

            The following comics/manga, shows, and games come highly recommended by the setting’s author, and share some elements with this particular world.

            Comics/Manga: Warlands: the Darklyte Saga from Dreamwave Productions, a tale of an ancient vampire king, war, and adventure, both the inspiration for Sidun and a ‘look’ for the world. If the author had the money, he’d have Pat Lee do the illustrations for the final version of this setting.

            Shaman King is currently being published in Viz’s Shonen Jump magazine, consider it the partial inspiration for the section of Shamans, also a good read by itself.

            Shadowlark Symphony by Icymasamune, an interesting mix of high fantasy and advanced technology, plus it’s got a fairly good story. Another candidate for the ‘look’ of the world, although we’d have to convince him not to add the cowgirl. Unfortunately, the site is often down from bandwidth overload.

            Shows: Ruroni Kenshin aka Samurai X (for the OAVs), Kenshin is the Blademaster, although none of the Schools are quite as bloodthirsty as the manslayers of the show.

            Vision of Escaflowne is another excellent series, this one about fantasy mecha and a girl from our world caught up in a grand war. The Draconians were one of the influences in the design of the Winged Race of Mu, as well as their powers.

            Cowboy Bebop is on here, well, just because it’s so cool. The show itself doesn’t have much to do with this setting, but we think it’s cool anyway, and you should watch it. There’s some inspiration here for a Gunslinger/Bounty hunter campaign.

            All Purpose Cat-Girl Nuku Nuku could easily be the tale of an experimental Mechanist and the Technomages who try to stop her, if it weren’t set in modern or near-future Japan.

            Trigun is the Gunslinger’s bible: cool guns, weird characters, and a pacifist.

            The Slayers is a hilarious fantasy romp and a good source of inspiration for plots, especially when you throw in the other Slayers series as well.

            Games: Skies of Arcadia proved to be the inspiration for air piracy, along with historical piracy, of course. Also, the elemental magic system proved to be one of the inspirations for Sorcery. If you have a GameCube, but not a Dreamcast, pick up the Legends edition.

 

Creatures

Diatramy: Diatramy are large, flightless birds with soft tan feathers. Omnivorous, they dash across the Plains of Wrath in the Southern Continent, devouring anything which holds still long enough (or can be made to hold still) and looks tasty. Capable of speeds up to 100 kph, few creatures can outrun the slashing talons and stabbing beaks of a Diatramy pack. Oddly enough, despite their voracious natures, Diatramy are actually cute and easily trained once captured. They can easily carry one rider and their gear. A combat-trained Diatramy will go for hundreds of matins on the open market, although it is a rare trainer who can successfully hone the Diatramy’s killer instinct into a battle-hardened mount. A more common rider-trained Diatramy will go for around twenty or thirty matins (and is worth two major items of Personal Gear).

CP Total: 13, Body 5, Mind 2, Soul 4, Health 45, Energy 30, CV 3/1, Shock 9

Attributes: Appearance 1 (Cute), Extra Capacity 1, Ground Speed 2, Natural Weapons 2 (Beak, Talons)

Defects: Awkward Size 1, Cannot Talk 1, Easily Distracted 1 (Nature Elemental Stones), Rudimentary Manipulation 1, Unskilled 2

Green Diatramy: Green Diatramy are large, flightless birds with soft green feathers. Unlike the more common tan Diatramy, Green Diatramy are native to the island of Kirdan. The elves of Kirdan have domesticated the creature, and raise them as mounts. Although slower than their cousins on the South Continent, the Green Diatramy is smarter and possesses an innate ‘killer instinct’ which makes them more capable in combat. They can easily carry one rider and their gear, and will gladly fight on their behalf. A Green Diatramy is a level 3 Servant.

CP Total: 15, Body 5, Mind 3, Soul 4, Health 45, Energy 35, CV 5/3, Shock 9

Attributes: Appearance 1 (Cute), Combat Mastery 1, Extra Capacity 1, Ground Speed 1, Natural Weapons 2 (Beak, Talons)

Defects: Awkward Size 1, Cannot Talk 1, Rudimentary Manipulation 1, Unskilled 2

Fool’s Dragon: The Fool’s Dragon is a gliding reptile which lives in mountainous regions of the Northern Continent. Profoundly stupid, the Fool’s Dragon is almost extinct, due to villagers mistaking it for the larger, more intelligent Crimson Dragon. Also, Fool’s Dragons have an exceptionally high infant mortality rate. They serve no real purpose in the ecosystem, being primarily scavengers, and their flesh is mildly toxic. Fool’s Dragon hide is mostly unworkable, typically disintegrating during the tanning process unless very carefully prepared, and no one is willing to go to the effort.

CP Total: 15, Body 4, Mind 1, Soul 4, Health 70, Energy 25, CV 4/2, Shock 14

Attributes: Combat Mastery 1, Damn Healthy! 3, Flight 1 (Gliding), Light Armor 4 (Unarmored point, wings), Natural Weapons 2 (Claws, Fangs), Super Strength 1

Defects: Awkward Size 1, Awkward 1, Cannot Talk 1, Easily Distracted 1 (Food), No Arms 2, Unskilled 2

Galzhen: Native to the Ktal Mountains, the Galzhen are a tan colored, fast moving quadruped ruminant, they are entirely tame, having been domesticated in the early first century. They remain agile, as the Ktal Mountains tend to have better grazing in hard to reach areas. Galzhen are a staple of the Ktal-jin diet, although they tend to do poorly outside of the Ktal Mountains, raising the demand for smoked or dried Galzhen meat. Wild Galzhen (of which there are very few) travel in large family groups, domesticated Galzhen easily herd together.

CP Total: 10, Body 5, Mind 1, Soul 4, Health 45, Energy 25, CV 3/1, Shock 9

Attributes: Features 1 (Soft fur), Heightened Senses 2 (Hearing, Smell), Jumping 1, Speed 2

Defects: Cannot Talk 1, No Arms 2, Not so Strong 1, Unskilled 2

Giant Eagle: Roosting only on the island of Cronus, giant eagles subsist entirely on the abnormally large fish which prowl the ocean surrounding the island. While not adverse to catching the occasional small whale, dolphin, or pirate sloop, they prefer fish. Giant eagles tend to the same color ranges as regular eagles, with no particular type dominant.

They can be tamed, although not easily, and are frequently used as transport by Time Sorcerers and other inhabitants of Cronus.

CP Total: 20, Body 6, Mind 2, Soul 4, Health 50, Energy 30, CV 5/3, Shock 10

Attributes: Combat Mastery 1, Extra Capacity 2, Flight 1, Heightened Sense 2 (Vision, Telescopic Vision), Natural Weapons 2 (Beak, Talons), Super Strength 1

Defects: Awkward Size 1, Cannot Talk 1, Rudimentary Manipulation 1, Unskilled 2

Mountain Cat: Widespread throughout the Northern Continent, the mountain cat is a close relative of the Ktal-jin, although lacking in grasping paws or a vertical posture. Unlike their more evolved relatives, mountain cats have regional fur color variations, typically for better camouflage. Mountain cats also tend to avoid the works of civilization, and will not attack farms or travelers unless starving or provoked. Mountain Cats are solitary creatures, except during mating season and shortly afterward.

CP Total: 22, Body 8, Mind 2, Soul 5, Health 65, Energy 35, CV 6/4, Shock 13

Attributes: Combat Mastery 1, Features 2 (Night vision, soft fur), Heightened Awareness 1, Heightened Senses 2 (Hearing, Smell), Natural Weapons 2 (Claws, Fangs), Speed 3

Defects: Cannot Talk 1, No Arms 2, Unskilled 2

Night Hound: Night Hounds are nocturnal pack hunters native to the Sidun region. Averaging 1.6 meters at the shoulder and massing 150 kilograms, Night Hounds originally hunted Wolfen packs, running them down at high speeds, but have since been domesticated by the Vampire Lords. Demonic in appearance, the Night Hound is a giant, black-scaled dog with a mouth full of sharp teeth and talons on its feet. Male Night Hounds have curving horns over each eye, which they use to gore in combat. Female Night Hounds lack these horns, but tend to be much more intelligent, as they usually led the packs. Night Hounds can easily keep pace with or even outrun most horses, so the Vampire Lords use them to keep unwanted visitors out, and dinner in. As Night Hounds are relatively easy to care for, a Noble Vampire may have a few packs (of 5-15 Hounds) in their territory.

CP Total: 15, Body 5, Mind 1 (2), Soul 3, Health 40, Energy 20 (25), CV 4/2, Shock 14

Attributes: Combat Master 1, Features 1 (Night Vision), Focused Damage 1 (Bite), Ground Speed 1, Heightened Senses 2 (Smell x2), Light Armor 2, Mind Shield 1, Natural Weapons 3 (2) [Claws, Fangs, Horns]

Skills: Unarmed Attack (Bites) 1, Unarmed Defense (Strikes) 1, Wilderness Survival (Forest) 2, Wilderness Tracking (Forest) 2

Defects: Awkward Size 1, Cannot Talk 1, No Arms 2, Vulnerability 2, 2 (Fire, Silver)

Orc: Although not the threat they once were, the disorganized clans of Orcs still pose some danger to isolated villages and unwary travelers. These strong, although not terribly bright, warriors wreak havoc everywhere they go. Only a few Orc clans remain after the death of Mordont, but the possibility of the dark god’s resurrection is still feared, as the Orc Shamans practice a debased form of High Magic gleaned from their ancient ties with Vampires. Orcs are typically encountered in warbands of around twenty, although scouts and foragers can be encountered individually or in pairs. Their preferred weapons are the battle axe and long bow, and they usually wear light mail of Orcish construction (typically with spikes on the shoulders, knees, and elbows).

CP Total: 14, Body 5, Mind 3, Soul 4, Health 45, Energy 35, CV 5/3, Shock 9

Attributes: Combat Mastery 1, Personal Gear 1

Defects: Unskilled 1

Skills: Melee Attack (Axes) 1, Melee Defense (Axes) 1

Sand Viper: Sand Vipers are a species of snake native to Southern Continent’s only stretch of desert, the Devil’s Forge. Lightly colored, they hide beneath the sands and strike when they sense something walking nearby. Their fangs carry a slow toxin which weakens those it bites, allowing the viper to constrict or suffocate their prey with sand. Sand Vipers and Diatramy are natural enemies.

CP Total: 25, Body 6, Mind 2, Soul 5, Health 35, Energy 35, CV 4/2, Shock 7

Attributes: Elasticity 2, Heightened Senses 4 (Hearing, Touch x2 [Vibration Sense], Heat Vision), Light Armor 1, Natural Weapons 1 (Fangs), Speed 4, Tunneling 3, Weapon Attack 1: Viper Fangs 15 damage (Burning (slow), Drains Energy, Linked [bite], Limited Uses [6], No Damage, Toxic, Unreliable)

Defects: Cannot Talk 1, No Arms 2, Not So Strong 2, Not So Tough 2, Phobia 1 (Fire), Unskilled 2

Vampire, Thrall: The Thrall Vampire is the natural servant of the Noble Vampire. Created by mixing vampire blood into a living human (or by the poison of the Thrall Vampire’s claws), Thrall Vampires are fast, somewhat strong, but loaded with vulnerabilities. They literally explode after a minute’s exposure to sunlight, silver causes potentially fatal burns, fire, wooden weapons, and Light spells are likewise lethal. In addition, Thrall Vampires require more blood than their masters, lapsing into a coma if deprived for more than a few days. While the Thrall Vampire’s claws are coated with a poison which transforms those attacked into Thrall Vampires themselves, exposure to sunlight before the transformation is complete will dispel the poison. For the most part, Noble Vampires will only keep a small cadre of Thrall Vampires (10-20) at their lair, and most of these will be in a blood coma unless the Noble is expecting visitors or prefers not to be interrupted in their work.

CP Total: 8, Body 5, Mind 4, Soul 4, Health 45, Energy 40, CV 4/2, Shock 9

Attributes:  Contamination 3 (Hard), Jumping 1, Light Armor 3 (Hidden), Natural Weapons 2 (Fangs, Claws), Speed 1

Defects: Bane 2 (Sunlight), Bane 1 (Silver), Special Requirement 2 (Blood), Vulnerability 2x2, 2x1 (Fire, Wood, Light Attacks, and Silver), Unskilled 2, Wanted 2

Wolfen: Created to be the scourge of the forests and bane of the elves, Wolfen are humanoid wolves. Typically, Wolfen hunt by night in packs of three to twelve, using claws and fangs to bring down prey. They aren’t quite as tough as their physical prowess would indicate, and they are weak against fire and silver. Their society echoes the wolves they were created from, the smartest and strongest Wolfen leads the pack in the hunt and other matters, and they tend to settle in a migratory pattern over a large territory. Wolfen speak a debased version of the Low Tongue of Mu, but can be taught other languages, as they tend to be more intelligent than most Orcs and even some humans. Some Vampires and Werewolves enslave Wolfen packs by slaying the leader and assuming command. A standing bounty is paid by most nations for Wolfen pelts, although the amount differs, and is almost always in local coin, instead of matins.

CP Total: 15, Body 6, Mind 4, Soul 6, Health 40, Energy 45, CV 5/3, Shock 8

Attributes: Features 2 (Night Vision, Homing Instinct), Heightened Senses 2 (Hearing, Smell), Light Armor 1, Natural Weapons 2 (Claws, Fangs), Speed 1

Defects: Bane 2 (Silver), Not So Tough 2, Vulnerability 2, 1 (Fire and Silver), Wanted 2

Skills: Stealth 1, Unarmed Defense 1, Wilderness Survival 2, Wilderness Tracking 2

Skeleton: A creation of vampire necromancy or Shadow Sorcery/Elemental Magic, the skeleton is the reanimated bones of a dead human or elf. Dwarves and Ktal-jin make poor skeletons, although a few have tried with limited results, Golems and Lilim leave no lasting skeleton, and thus cannot be reanimated. Skeletons tend to be weak and easily dispatched, (and could, with a permissive GM, be purchased as Flunkies) although they are somewhat creepy. The stats below are for a human skeleton.

CP Total: 5, Body 3, Mind 2, Soul 1, Health 20, Energy 25, CV 5/3, Shock 4

Attributes: Combat Mastery 3, Energy Bonus 1, Life Support 2

Defects: Awkward 1, Cannot Talk 2, Not So Fast 1, Physically Unappealing 2, Sensory Impairment 2 (Taste and Smell), Vulnerability 2 (Crushing Attacks)

Zombie: Similar to the skeleton, a zombie is the reanimated body of a human or elf. Dwarven and Ktal-jin zombies are also possible, although Golems, being made of metal, and Lilim, who dissolve upon death, cannot be turned into zombies. Typically zombies are purchased as Servants, although a very permissive (or power gaming) GM would allow them to be purchased as Flunkies. Upon reanimation, a zombie’s nails harden into claws, giving them an effective attack, although they can and do still bite. Certain zombies are even harder to kill than this template would indicate and have Reincarnation at 3 or 6 levels.

CP Total: 10, Body 8, Mind 2, Soul 6, Health 60, Energy 40, CV 5/3, Shock 12

Attributes: Life Support 2, Natural Weapons 1 (Claws)

Defects: Cannot Talk 2, Not So Tough 1, Physically Unappealing 2, Sensory Impairment 2 (Taste and Smell), Vulnerability 2 (Fire)