6E Conversion Final

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    Chapter 2: Religion  The primary changes within Chapter 2 correspond to the

    changes that were made to the Variable Power Pool Framework.

    These changes are well documented in Volume One of the Hero

    System Rules and the effect they have here are primarily cost

    structure in nature.

     Fables, Blessings and Parables: Variable Power Pool

    (Blessings Pool), 5 base + 5 control cost, all slots 1 Con-

    tinuing Charge lasting 1 Day (-0), Usable Simultaneously(up to 32 people at once; +1 3/4), Recipient must be within

     Limited Range of the Grantor for power to be granted (12

     Active Points); all slots Extra Time (1 Hour, Only to Activate,

    Character May Take No Other Actions, -1 3/4), Incantations

    (Requires Incantations throughout; -1/2), Lockout (-1/2),

    Conditional Power (Only Followers Of [Religion]; -1/4)

      The powers ‘Fables, parables and Blessings’, ‘Well

    of Faith’ as well as ‘Blessings of [Religion]’ are changed only

    slightly overall. Individual prayers of the New Faith religions

    have generally increased in points, but not enough to really affect

    their purchases.

    Well of Faith: Endurance Reserve (30 END, 10 REC)

     Reserve: (16 Active Points); Limited Power (Only When In

    Good Standing With Deity; -1/2); REC: (8 Active Points);

     Extra Time (1 Hour, Character May Take No Other Actions,

    -3 1/4), Incantations (Requires Incantations throughout; -1/2),

     Limited Power (Only When In Good Standing With Deity;

    -1/2)

     Blessings of [Religion]: Multipower, 30-point reserve, Con-

    ditional Power (All prayers must have the ‘Visible’ limitation

    where possible; -0) (30 Active Points); all slots OIF (HolySymbol; -1/2), Requires A Roll (Skill roll; Faith; -1/2), Lim-

    ited Power (Only When In Good Standing With Deity; -1/2),

    Unied Power (Spell; -1/4), Concentration (1/2 DCV; -1/4),

     Incantations (-1/4), Conditional Power (All spells must draw

     END from the Well of Faith only; -1/4)

    New Faith Packages

    Asunite Priest PackageCost Ability

    1 +1 INT

    2 +2 PRE

    3 +3 EGO

    10 10 Points Worth Of Priestly Spells

    4 Armor Familiarity (Light Armor, Shield)

    2 Armorsmith (Repair only, all armor types) 11-

    3 Bureaucratics 11-

    3 Healing 11-

    2 KS: Asunite Religious Doctrine 11-2 KS: History of the Church of Asuna 11-

    2 KS: Spirit Lore 11-

    1 Literacy with Native Language

    3 Oratory 11-

    2 PS: Asunite Priest 11-

    3 Persuasion 11-

    3 Power: Faith 11-

    2 WF: Common Melee Weapons

    18 Membership Has Its Privileges: Contact: Church of

    Asuna (Contact has access to major institutions, Contact has

    signicant Contacts of his own, Contact has useful Skills or

    resources, Very Good relationship with Contact), Organization

    Contact (x3) (18 Active Points) 8-6 Ordained Priest of Asuna: Fringe Benet (Membership:

    Church of Asuna, Pastor, Right to Marry: Can perform the mar-

    riage ceremony)

    8 Blessings of Asuna: Multipower, 30-point reserve,

    Conditional Power (All prayers must have the ‘Visible’ limita-

    tion where possible; -0) (30 Active Points); all slots OIF (Holy

    Symbol; -1/2), Requires A Roll (Skill roll; Faith; -1/2), Limited

    Power (Only When In Good Standing With Deity; -1/2), Unied

    Power (Spell; -1/4), Concentration (1/2 DCV; -1/4), Incantations

    (-1/4), Conditional Power (All spells must draw END from the

    Well of Faith only; -1/4)

    7 Fables, Blessings and Parables: Variable Power Pool

    (Blessings Pool), 5 base + 5 control cost, all slots 1 Continu-ing Charge lasting 1 Day (-0), Usable Simultaneously (up to 32

     people at once; +1 3/4), Recipient must be within Limited Range

    of the Grantor for power to be granted (12 Active Points); all

    slots Extra Time (1 Hour, Only to Activate, Character May Take

     No Other Actions, -1 3/4), Incantations (Requires Incantations

    throughout; -1/2), Lockout (-1/2), Conditional Power (Only Fol-

    lowers Of Asuna; -1/4)

    6 Well of Faith: Endurance Reserve (30 END, 10 REC)

    Reserve: (16 Active Points); Limited Power (Only When In

    Good Standing With Deity; -1/2); REC: (8 Active Points); Extra

    Time (1 Hour, Character May Take No Other Actions, -3 1/4),

    Incantations (Requires Incantations throughout; -1/2), Limited

    Power (Only When In Good Standing With Deity; -1/2)

    Complications

    15 Psychological Complication: Cannot Stand By And Let

    Evil Occur (Common; Strong)

    25 Psychological Complication: Dedicated To Asuna And

    His Purposes (Very Common; Total)

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    Ironborn Optional Abilities

    Tempered Soul: (Total: 15 Active Cost, 5 Real Cost) +10 PRE

    (10 Active Points); Limited Power (Defensive Use Only; -1),

    Conditional Power (Only When In Good Standing With God;

    -1/2), Costs Endurance (-1/2) (Real Cost: 3) plus +5 EGO

    (5 Active Points); Limited Power (Defensive Use Only; -1),

    Conditional Power (Only When In Good Standing With God;

    -1/2), Costs Endurance (-1/2) (Real Cost: 2) 3END

    (Cost: 5 points)

    Stoking The Fires: Life Support (Safe in Intense Heat)

    (Cost: 2 points)

    Great Fortitude: +2 with Constitution Rolls (Cost: 4 points)

    Soul of Steel: (Total: 30 Active Cost, 10 Real Cost) +20 PRE

    (20 Active Points); Limited Power (Defensive Use Only; -1),

    Conditional Power (Only When In Good Standing With God;

    -1/2), Costs Endurance (-1/2) (Real Cost: 7) plus +10 EGO

    (10 Active Points); Limited Power (Defensive Use Only; -1),

    Conditional Power (Only When In Good Standing With God;

    -1/2), Costs Endurance (-1/2) (Real Cost: 3) 6END

    (Cost: 10 points)

    Soul of the Hearth: Dispel Fire/Heat Based Attacks 5d6, Per-

     sistent (+1/4), Reduced Endurance (0 END; +1/2), Constant

    (+1/2) (34 Active Points); Conditional Power (Only When In

    Good Standing With God; -1/2), No Range (-1/2), Always On

    (-1/2) (Cost: 14 points)

    Create Bonded Hammer: Custom Power, Character Can

    Only Have One Bonded Hammer In Creation At Any Given

    Time (+0) (15 Active Points); Increased Endurance Cost (x5

     END; (This is Long Term Endurance and recovers as such);

    -2), OAF Expendable (Very Difcult to obtain new Focus; Item Creation Supplies; -1 1/2), Requires A Roll (Skill roll;

     Faith and Weaponsmith; -1/2), Conditional Power (Only

    When In Good Standing With God; -1/2), Concentration (1/2

     DCV; -1/4) [Notes: Creates the following hammer: Killing

     Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Range Based On

    STR (+1/4), Affects Desolidied Can Strike Ethereal Un-

    dead (+1/4), Reduced Endurance (0 END; +1/2) (60 Active

     Points); OAF (-1), Mass (Normal; -1), Only When Serving

    The God’s Purposes (-1/2), Strength Minimum (10; -1/2)]

    15END (Cost: 3 points)

    Ironborn PackageCost Ability

    2 +2 EGO

    2 +2 INT

    4 Craftsman: +1 with all Crafts Skills

    8 Armorsmith (Mail Armors, Plate Armors, Repair only,

    all armor types, Shields) 12-

    2 CuK: Matharian Heraldry 11-

    2 CuK: Matharian Laws and Customs 11-

    2 CuK: Matharian Legends and Lore 11-2 KS: Cult of the Forge Doctrines 11-

    2 KS: Family Ancestral Line 11-

    2 KS: Matharian History 11-

    2 KS: Prominent Smiths and Metalworking Guilds 11-

    2 KS: Soulforged, Soulwarped and Undead Lore 11-

    2 PS: Ironborn 11-

    3 Power: Faith 11-

    2 WF: Common Melee Weapons

    6 Weaponsmith (Axes And Picks, Flails, Maces And

    Hammers, Spears And Polearms, Swords And Daggers) 11-

    1 Expensive Equipment: Money: Well Off (3 Active

    Points); Limited Power (Only To Determine Starting Wealth; -1)

    10 Ironborn of the Forge: Fringe Benet (Ironborn, Mem-

     bership: Cult of the Forge, Right to Marry: Can perform the

    marriage ceremony, Writ of Carriage)

    18 Membership Has Its Privileges: Contact: Cult of the

    Forge (Contact has access to major institutions, Contact has

    signicant Contacts of his own, Contact has useful Skills or

    resources, Very Good relationship with Contact), Organization

    Contact (x3) (18 Active Points) 8-

    2 Positive Reputation: Skilled Metalworker (A medium-

    sized group) 14-, +1/+1d6

    5 5 Points Worth of Ironborn Prayers (5 Active Points)

    9 Blessings of the Forge: Multipower, 30-point reserve,

    (30 Active Points); all slots OIF (Holy Symbol; -1/2), Requires

    A Roll (Skill roll; Faith; -1/2), Limited Power (Only When In

    Good Standing With Deity; -1/2), Unied Power (Spell; -1/4),

    Concentration (1/2 DCV; -1/4), Incantations (-1/4)

    7 Fables, Blessings and Parables: Variable Power Pool

    (Blessings Pool), 5 base + 5 control cost, all slots 1 Continu-

    ing Charge lasting 1 Day (-0), Usable Simultaneously (up to 32

     people at once; +1 3/4), Recipient must be within Limited Rangeof the Grantor for power to be granted (12 Active Points); all

    slots Extra Time (1 Hour, Only to Activate, Character May Take

     No Other Actions, -1 3/4), Incantations (Requires Incantations

    throughout; -1/2), Lockout (-1/2), Conditional Power (Only Fol-

    lowers Of The Cult Of The Forge; -1/4)

    Complications

    10 Social Complication: Law of the Cast: “As our oaths

    are our bond, so are these guidelines our boundaries.” (Must act

    in accordance with the precepts of the Cult of the Forge or lose

    all special “Only While Serving The God’s Purposes” abilities)

    Infrequently, Major 

    10 Social Complication: Law of the Crucible: “As ourspirits are puried, so thus must they cast away all impurities.”

    (May not willingly associate or tolerate Evil individuals) Fre-

    quently, Minor 

    10 Social Complication: Law of the Forge: “Only through

    great effort and working of skill can our failures be made

    whole.” (Must go through lengthy quest or some other form of

     personal sacrice to regain abilities if the Law of the Crucible is

    violated) Infrequently, Major 

    10 Social Complication: Law of the Furnace: “In the res

    of others’ needs and others’ directions are we tempered.” (Must

    obey the priests of the Cult of the Forge) Frequently, Minor 

    10 Social Complication: May Not Share Smithing Knowl-

    edge With Others Infrequently, Major 

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    The Forge Within: Power Defense (20 points) (20 Active

     Points); Conditional Power (Only Vs. Powers Used By Soul-

     forged, Soulwarped or Undead; -1), Conditional Power (Only

    When In Good Standing With God; -1/2) (Cost: 8 points)

    Create Hammer of the Forge: Summon 178-point creatures

    (36 Active Points); Extra Time (1 Month, Only to Activate, -2

    1/2), Increased Endurance Cost (x5 END; (This is Long Term

     Endurance and recovers as such); -2), OIF Immobile (Must

     Be Forged At A Temple Dedicated To The Cult Of The Forge;

    -1 1/2), Requires A Roll (Skill roll; Faith and Weaponsmith;-1/2), Gestures (Requires both hands; -1/2), Conditional

     Power (Only When In Good Standing With God; -1/2), Con-

    centration (0 DCV; -1/2), Incantations (-1/4) 35END

    (Cost 4 points)

    Iron Born Prayers

     Alloy: (Total: 23 Active Cost, 18 Real Cost) Density Increase

    (400 kg mass, +10 STR, +2 PD/ED, -4m KB), Side Effects,

    Side Effect occurs automatically whenever Power is used

    (Side Effect only affects the recipient of the benets of the

     Power; Casters Skin Turns To Metal; +0) (Real Cost: 8) plus

     Resistant Protection (5 PD/4 ED), Side Effects, Side Effect oc-curs automatically whenever Power is used (Side Effect only

    affects the recipient of the benets of the Power; Casters Skin

    Turns To Metal; +0) (15 Active Points); Costs Endurance

    (-1/2) (Real Cost: 10) 5END (Cost: 18 points)

     Ancestral Hammer: (Total: 35 Active Cost, 32 Real Cost) Kill-

    ing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Range

     Based On STR (+1/4) (25 Active Points) (Real Cost: 25) plus

    +2 with Ancestral Hammer (10 Active Points); Costs Endur-

    ance (-1/2) (Real Cost: 7) 7END (Cost: 32 points)

     Ancestral Vision: Infrared Perception (Sight Group) (5 Active

     Points); Costs Endurance (-1/2), Limited Power (Only Works

     In Near Or Total Darkness; -1/2) 1END (Cost: 2 points)

     Brazing the Wounds: Regeneration (1 BODY per Turn),

    Usable By Other (+0), Grantor pays the END whenever the

     power is used, Grantor controls the power totally, Grantor

    can only grant the power to others (16 Active Points); Con-

    ditional Power (Only to Followers of the Cult of the Forge;

    -1/2) (Cost: 11 points)

     Burnish: Detect Magical Properties of a Single Enchanted

    Object A Single Thing 13- (Unusual Group), Discrimina-

    tory, Analyze (15 Active Points); Extra Time (1 Hour, Only

    to Activate, Character May Take No Other Actions, -1 3/4),

    Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Costs Endurance (Only Costs END to

     Activate; -1/4) 3END (Cost: 4 points)

    Cold Flame: Sight Group Images, Area Of Effect (2m Radius;

    +1/4) (12 Active Points); Only To Create Light (-1), Physi-

    cal Manifestation (A ame that must be carried by the caster;

    -1/4) 2END (Cost: 5 points)

     Discover Flaw: Armor Piercing (x2; +1/2) for up to 60 Ac-

    tive Points of Weapons (30 Active Points); Extra Time (Extra

     Phase, -3/4) 6END (Cost: 17 points)

     Ferocity of the Forge: Blast 6d6, Area Of Effect Nonselective

    (12m Radius Explosion; +1/4) (37 Active Points); Conditional

     Power (Power Does Not Work In Rain or Underwater; -1/4)

    7END (Cost: 30 points)

     Fire Welding: Killing Attack - Ranged 1d6, Armor Piercing

    (x2; +1/2) (22 Active Points); Conditional Power (Power

     Does Not Work In Rain or Underwater; -1/4), Reduced By

     Range (-1/4) 4END (Cost: 15 points)

     Forge Memory: Killing Attack - Hand-To-Hand 1 1/2d6, AreaOf Effect (1m Surface; +1/4), Sticky (+1/2), Constant (+1/2)

    (56 Active Points); Limited Power (Only Metallic Surfaces;

    -1), No STR Bonus (-1/2) 11END (Cost: 22 points)

     Fury of the Forge: Aid STR, SPD and END 2d6, Expanded

     Effect (x3 Characteristics or Powers simultaneously) (+1),

     Delayed Return Rate (points return at the rate of 5 per

     Minute; +1) (36 Active Points); Side Effects, Side Effect oc-

    curs automatically whenever Power is used (Side Effect only

    affects the recipient of the benets of the Power; -3 DCV;

    -1/2), Conditional Power (Only to Followers of the Cult of the

     Forge; -1/2), Usable By Other (-1/4), Grantor can only grant

    the power to others 7END (Cost: 16 points)

    Galvanize: Life Support (Safe in Intense Cold; Safe in Intense

     Heat), Usable By Other (+1/4) (5 Active Points); Conditional

     Power (Only to Followers of the Cult of the Forge; -1/2),

    Costs Endurance (-1/2) 1END (Cost: 2 points)

     Normalize: Resistant Protection (30 ED) (Protect Carried

     Items) (55 Active Points); Limited Power (Only Vs. Fire/Heat

     Based Attacks; -1), Extra Time (1 Turn (Post-Segment 12),

    Only to Activate, -3/4), Costs Endurance (-1/2) 11END

    (Cost: 17 points)

    Shackles: Entangle 4d6, 4 PD/4 ED, Takes No Damage From

     Attacks All Attacks (+1/2) (60 Active Points); Limited Power

    (Only Vs. Soulforged, Soulwarped or Undead; -1/2), Limited

     Range (50m Maximum; -1/4) 12END (Cost: 34 points)

    Shield: +3 DCV, Protects Against Desolidied Attacks (+1/2)

    (22 Active Points); Costs Endurance (-1/2), Physical Manifes-

    tation (-1/4) 4END (Cost: 12 points)

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    Old Faith Packages  Once again the primary changes are in the costs, some

     powers had to be restructured, but for the most part there are few

    changes.

    Totemic ShamanTotem Gifts

     Agility, Greater: (Total: 32 Active Cost, 10 Real Cost) +6

     DEX (12 Active Points); Costs Endurance (-1/2), Requires A

     Roll (Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV;-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), In-

    cantations (-1/4), Gestures (-1/4) (Real Cost: 4) plus +2 DCV

    (10 Active Points); Costs Endurance (-1/2), Requires A Roll

    (Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV; -1/4),

     Extra Time (Delayed Phase, Only to Activate, -1/4), Gestures

    (-1/4), Incantations (-1/4) (Real Cost: 3) plus +1 SPD (10

     Active Points); Costs Endurance (-1/2), Requires A Roll (Skill

    roll; Totem Lore; -1/2), Concentration (1/2 DCV; -1/4), Extra

    Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4),

     Incantations (-1/4) (Real Cost: 3) 6END (Cost: 10 points)

     Agility, Lesser: (Total: 20 Active Cost, 6 Real Cost) +5 DEX

    (10 Active Points); Costs Endurance (-1/2), Requires A Roll(Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV; -1/4),

     Extra Time (Delayed Phase, Only to Activate, -1/4), Incanta-

    tions (-1/4), Gestures (-1/4) (Real Cost: 3) plus +2 DCV (10

     Active Points); Costs Endurance (-1/2), Requires A Roll (Skill

    roll; Totem Lore; -1/2), Concentration (1/2 DCV; -1/4), Extra

    Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4),

     Incantations (-1/4) (Real Cost: 3) 4END (Cost: 6 points)

     Flight, Greater: Flight 20m (20 Active Points); Requires A

     Roll (Skill roll; Totem Lore; -1/2), Restrainable (-1/2), Con-

    centration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only

    to Activate, -1/4), Gestures (-1/4), Incantations (-1/4) 4END

    (Cost: 7 points) Flight, Lesser: Flight 10m (10 Active Points); Requires A Roll

    (Skill roll; Totem Lore; -1/2), Restrainable (-1/2), Concentra-

    tion (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to

     Activate, -1/4), Gestures (-1/4), Incantations (-1/4) 2END

    (Cost: 3 points)

     Frenzy, Greater: (Total: 20 Active Cost, 7 Real Cost) +10 STR

    (10 Active Points); Requires A Roll (Skill roll; Totem Lore;

    -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed

     Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations

    (-1/4) (Real Cost: 4) plus +10 CON (10 Active Points); Costs

     Endurance (-1/2), Requires A Roll (Skill roll; Totem Lore;

    -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations

    (-1/4) (Real Cost: 3) 4END (Cost: 7 points)

     Frenzy, Lesser: (Total: 10 Active Cost, 4 Real Cost) +5 STR

    (5 Active Points); Requires A Roll (Skill roll; Totem Lore;

    -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed

     Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations

    (-1/4) (Real Cost: 2) plus +5 CON (5 Active Points); Costs

     Endurance (-1/2), Requires A Roll (Skill roll; Totem Lore;

    -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed

     Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations

    (-1/4) (Real Cost: 2) 2END (Cost: 4 points)

     Leaping, Greater: Leaping 28m (14 Active Points); Requires

     A Roll (Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV;

    -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4),

    Gestures (-1/4), Incantations (-1/4) 3END (Cost: 6 points)

     Leaping, Lesser: Leaping 20m (10 Active Points); Requires A

     Roll (Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV;

    -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4),

    Gestures (-1/4), Incantations (-1/4) 2END (Cost: 4 points)

     Mightiness, Greater: (Total: 20 Active Cost, 7 Real Cost) +10STR (10 Active Points); Requires A Roll (Skill roll; Totem

     Lore; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4),

     Extra Time (Delayed Phase, Only to Activate, -1/4), Incanta-

    tions (-1/4) (Real Cost: 4) plus +10 PRE (10 Active Points);

     Requires A Roll (Skill roll; Totem Lore; -1/2), Costs Endur-

    ance (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (De-

    layed Phase, Only to Activate, -1/4), Gestures (-1/4), Incanta-

    tions (-1/4) (Real Cost: 3) 4END (Cost: 7 points)

     Mightiness, Lesser: (Total: 10 Active Cost, 4 Real Cost) +5

    STR (5 Active Points); Requires A Roll (Skill roll; Totem Lore;

    -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Extra

    Time (Delayed Phase, Only to Activate, -1/4), Incantations

    (-1/4) (Real Cost: 2) plus +5 PRE (5 Active Points); Requires

     A Roll (Skill roll; Totem Lore; -1/2), Costs Endurance (-1/2),

    Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase,

    Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4)

    (Real Cost: 2) 2END (Cost: 4 points)

     Ramming, Greater: Hand-To-Hand Attack +3d6, Penetrating

    (+1/2) (22 Active Points); Requires A Roll (Skill roll; Totem

     Lore; -1/2), Hand-To-Hand Attack (-1/4), Concentration (1/2

     DCV; -1/4), Extra Time (Delayed Phase, Only to Activate,

    -1/4), Gestures (-1/4), Incantations (-1/4) 4END

    (Cost: 8 points)

     Ramming, Lesser: Hand-To-Hand Attack +2d6 (10 Active Points); Requires A Roll (Skill roll; Totem Lore; -1/2), Hand-

    To-Hand Attack (-1/4), Concentration (1/2 DCV; -1/4), Extra

    Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4),

     Incantations (-1/4) 2END (Cost: 4 points)

     Running, Greater: Running 20m (20 Active Points); Requires

     A Roll (Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV;

    -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4),

    Gestures (-1/4), Incantations (-1/4) 4END (Cost: 8 points)

     Running, Lesser: Running 10m (10 Active Points); Requires

     A Roll (Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV;

    -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4),

    Gestures (-1/4), Incantations (-1/4) 2END (Cost: 4 points)

    Senses, Greater: (Total: 29 Active Cost, 8 Real Cost) +8 PER

    with all Sense Groups (24 Active Points); Concentration (0

     DCV; -1/2), Costs Endurance (-1/2), Requires A Roll (Skill

    roll; Totem Lore; -1/2), Extra Time (Delayed Phase, Only

    to Activate, -1/4), Gestures (-1/4), Incantations (-1/4) (Real

    Cost: 7) plus Nightvision (5 Active Points); Concentration (0

     DCV; -1/2), Costs Endurance (-1/2), Requires A Roll (Skill

    roll; Totem Lore; -1/2), Extra Time (Delayed Phase, Only

    to Activate, -1/4), Gestures (-1/4), Incantations (-1/4) (Real

    Cost: 1) 6END (Cost: 8 points)

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    Afknir PackageCost Ability 

    1 +1 BODY

    2 +2 REC

    3 +3 CON

    3 +3 EGO

    3 +3 PRE

    2 Animal Handler (Ursines) 11-

    2 Armor Familiarity (Light Armor)

    2 CuK: Vaerdi Heraldry 11-

    2 CuK: Vaerdi Laws and Customs 11-

    2 CuK: Vaerdi Legends and Lore 11-

    3 Deduction 11-

    3 Healing 11-

    2 KS: Herbalism 11-2 KS: Spirit Lore 11-

    2 KS: Thodinrir Doctrines 11-

    2 KS: Wilderness Lore 11-

    0 Language: Ursine (completely uent)

    2 Navigation (Land) 11-

    2 PS: Afknir 11-

    3 Persuasion 11-

    3 Power: Totem Lore 11-

    3 Survival (Arctic/Subarctic Forests, Mountain) 11-

    3 Tracking 11-

    2 WF: Common Melee Weapons

    11 Afknir: Fringe Benet (Afknir, Right to Marry: Can

     perform the marriage ceremony)16 Bear Form: Multiform (142 Character Points in the most

    expensive form) (29 Active Points); Extra Time (1 Turn (Post-

    Segment 12), Only to Activate, Character May Take No Other

    Actions, -3/4)

    6 Fables, Blessings and Parables: Variable Power Pool

    (Blessing Pool), 5 base + 5 control cost, all slots 1 Continu-

    ing Charge lasting 1 Day (-0) (8 Active Points); all slots Extra

    Time (1 Hour, Only to Activate, Character May Take No Other

    Actions, -1 3/4), Incantations (Requires Incantations throughout;

    -1/2), Lockout (-1/2), Conditional Power (Only followers of

    Thodinrir can be blessed; -1/4)

    1 Spirit Attuned: Life Support (Longevity: 200 Years)

    Bear Totem

    7 Mightiness, Greater: (Total: 20 Active Cost, 7 Real

    Cost) +10 STR (10 Active Points); Requires A Roll (Skill roll;

    Totem Lore; -1/2), Concentration (1/2 DCV; -1/4), Gestures

    (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), In-

    cantations (-1/4) (Real Cost: 4) plus +10 PRE (10 Active Points);

    Requires A Roll (Skill roll; Totem Lore; -1/2), Costs Endurance

    (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed

    Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations

    (-1/4) (Real Cost: 3) 4END

    4 Mightiness, Lesser: (Total: 10 Active Cost, 4 Real Cost)

    +5 STR (5 Active Points); Requires A Roll (Skill roll; Totem

    Lore; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4),

    Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations

    (-1/4) (Real Cost: 2) plus +5 PRE (5 Active Points); Requires

    A Roll (Skill roll; Totem Lore; -1/2), Costs Endurance (-1/2),

    Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only

    to Activate, -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost:

    2) 2END

    10 Toughness, Greater: Resistant Protection (8 PD/8 ED),

    Hardened (+1/4) (30 Active Points); Costs Endurance (-1/2),

    Requires A Roll (Skill roll; Totem Lore; -1/2), Concentration (1/2

    DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4),

    Gestures (-1/4), Incantations (-1/4) 6END

    5 Toughness, Lesser: Resistant Protection (5 PD/5 ED)(15 Active Points); Costs Endurance (-1/2), Requires A Roll

    (Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV; -1/4), Ex-

    tra Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4),

    Incantations (-1/4) 3END

    Complications

    20 Psychological Complication: Dedicated To The Vaerdi

    Gods And Their Purposes (Common; Total)

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    Talismans, Charms and Fetishes

    Charm of Excellence: +3 with [all Intellect Skills, all Interac-

    tion Skills, or a similar broad group], Usable By Other (+1/4)

    (15 Active Points); 1 Continuing Charge lasting 1 Day which

     Never Recovers (-1 3/4), IAF Fragile Expendable (Very Dif-

     cult to obtain new Focus; -1 1/4), Conditional Power (Only

     If In Good Standing With Spirits; -1/2), Limited Power (Spell;

    -1/2) (Cost: 3 points)

    Comfort Fetish: Change Environment (+1 Temperature Level Adjustment, -1 Temperature Level Adjustment, Varying Com-

    bat Effects), Area Of Effect (4m Radius; +1/4), Usable By

    Other (+1/4) (24 Active Points); 1 Continuing Charge lasting

    1 Day which Never Recovers (-1 3/4), IAF Fragile Expend-

    able (Very Difcult to obtain new Focus; -1 1/4), Conditional

     Power (Only If In Good Standing With Spirits; -1/2), Limited

     Power (Spell; -1/2) (Cost: 5 points)

     Fetish of Fire: (Total: 27 Active Cost, 5 Real Cost) +3 DEX,

    Usable By Other (+1/4) (7 Active Points); 1 Continuing

    Charge lasting 1 Day which Never Recovers (-1 3/4), IAF

     Fragile Expendable (Very Difcult to obtain new Focus; -1

    1/4), Limited Power (Only To Determine Who Goes First In

     A Phase; -1/2), Conditional Power (Only If In Good Standing

    With Spirits; -1/2), Limited Power (Spell; -1/2) (Real Cost:

    1) plus Killing Attack - Hand-To-Hand 1/2d6, Area Of Effect

    (2m Surface; Damage Shield; +1/4), Usable By Other (+1/4),

    Constant (+1/2) (20 Active Points); 1 Continuing Charge

    lasting 1 Day which Never Recovers (-1 3/4), IAF Fragile

     Expendable (Very Difcult to obtain new Focus; -1 1/4), Con-

    ditional Power (Only If In Good Standing With Spirits; -1/2),

     Limited Power (Spell; -1/2), No STR Bonus (-1/2) (Real Cost:

    4) (Cost: 5 points)

     Fetish of Stone: Density Increase (200 kg mass, +5 STR, +1

     PD/ED, -2m KB), Usable By Other (+1/4) (5 Active Points);

    1 Continuing Charge lasting 1 Day which Never Recovers(-1 3/4), IAF Fragile Expendable (Very Difcult to obtain

    new Focus; -1 1/4), Limited Power (Spell; -1/2), Conditional

     Power (Only If In Good Standing With Spirits; -1/2)

    (Cost: 1 point)

     Frog Charm: Leaping 9m, Usable By Other (+1/4) (6 Active

     Points); 1 Continuing Charge lasting 1 Day which Never Re-

    covers (-1 3/4), IAF Fragile Expendable (Very Difcult to ob-

    tain new Focus; -1 1/4), Conditional Power (Only If In Good

    Standing With Spirits; -1/2), Limited Power (Spell; -1/2)

    (Cost: 1 point)

     Luck Charm: Luck 1d6, Usable By Other (+1/4) (6 Active

     Points); 1 Continuing Charge lasting 1 Day which Never Re-

    covers (-1 3/4), IAF Fragile Expendable (Very Difcult to ob-

    tain new Focus; -1 1/4), Conditional Power (Only If In Good

    Standing With Spirits; -1/2), Limited Power (Spell; -1/2)

    (Cost: 1 point)

     Magical Protection Talisman: Power Defense (10 points), Us-

    able By Other (+1/4) (12 Active Points); 1 Continuing Charge

    lasting 1 Day which Never Recovers (-1 3/4), IAF Fragile

     Expendable (Very Difcult to obtain new Focus; -1 1/4), Con-

    ditional Power (Only If In Good Standing With Spirits; -1/2),

     Limited Power (Spell; -1/2) (Cost: 2 points)

     Messenger’s Charm: Running 9m, Usable By Other (+1/4)

    (11 Active Points); 1 Continuing Charge lasting 1 Day which

     Never Recovers (-1 3/4), IAF Fragile Expendable (Very Dif-

     cult to obtain new Focus; -1 1/4), Conditional Power (Only

     If In Good Standing With Spirits; -1/2), Limited Power (Spell;

    -1/2) (Cost: 2 points)

     Protection Talisman: Resistant Protection (5 PD/5 ED), Us-

    able By Other (+1/4) (19 Active Points); 1 Continuing Charge

    lasting 1 Day which Never Recovers (-1 3/4), IAF Fragile

     Expendable (Very Difcult to obtain new Focus; -1 1/4), Lim-

    ited Power (Spell; -1/2), Conditional Power (Only If In Good

    Standing With Spirits; -1/2) (Cost: 4 points)

    Spirit Blindness Fetish: Invisibility to Mystic Group , No

     Fringe, Usable By Other (+1/4) (25 Active Points); 1 Con-

    tinuing Charge lasting 1 Day which Never Recovers (-1 3/4),

     IAF Fragile Expendable (Very Difcult to obtain new Focus;

    -1 1/4), Conditional Power (Only If In Good Standing With

    Spirits; -1/2), Limited Power (Spell; -1/2), Limited Power

    (Only Vs. Spirits; -1/4) (Cost: 5 points)

    Talisman Against Hunger: Life Support (Eating: Characterdoes not eat), Usable By Other (+1/4) (4 Active Points); 1

    Continuing Charge lasting 1 Day which Never Recovers (-1

    3/4), IAF Fragile Expendable (Very Difcult to obtain new

     Focus; -1 1/4), Conditional Power (Only If In Good Standing

    With Spirits; -1/2), Limited Power (Spell; -1/2) (Cost: 1 point)

    Talisman Against The Hunter: +4 DCV, Usable By Other

    (+1/4) (25 Active Points); 1 Continuing Charge lasting 1 Day

    which Never Recovers (-1 3/4), IAF Fragile Expendable (Very

     Difcult to obtain new Focus; -1 1/4), Limited Power (Only

    Vs. Ranged Attacks; -1), Conditional Power (Only If In Good

    Standing With Spirits; -1/2), Limited Power (Spell; -1/2)

    (Cost: 4 points)

    Talisman of Resistance: (Total: 24 Active Cost, 4 Real Cost)

     Hardened (+1/4) for up to 30 Active Points of Armor, Us-

    able By Other (+1/4), Constant (+1/2) (12 Active Points); 1

    Continuing Charge lasting 1 Day which Never Recovers (-1

    3/4), IAF Fragile Expendable (Very Difcult to obtain new

     Focus; -1 1/4), Conditional Power (Only If In Good Standing

    With Spirits; -1/2), Limited Power (Spell; -1/2) (Real Cost: 2)

     plus Impenetrable (+1/4) for up to 30 Active Points of Armor,

    Usable By Other (+1/4), Constant (+1/2) (12 Active Points);

    1 Continuing Charge lasting 1 Day which Never Recovers (-1

    3/4), IAF Fragile Expendable (Very Difcult to obtain new

     Focus; -1 1/4), Conditional Power (Only If In Good Standing

    With Spirits; -1/2), Limited Power (Spell; -1/2) (Real Cost: 2)

    (Cost: 4 points)

    Will Charm: Mental Defense (12 points total), Usable By

    Other (+1/4) (15 Active Points); 1 Continuing Charge lasting

    1 Day which Never Recovers (-1 3/4), IAF Fragile Expend-

    able (Very Difcult to obtain new Focus; -1 1/4), Conditional

     Power (Only If In Good Standing With Spirits; -1/2), Limited

     Power (Spell; -1/2) (Cost: 3 points)

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    Ballads, Myths and Legends

     Deirdre: (Total: 15 Active Cost, 10 Real Cost) +5 STR, Re-

    duced Endurance (0 END; +1/2) (7 Active Points); Limited

     Power (Only to escape grabs; -1/2) (Real Cost: 5) plus +3

    with Contortionist (8 Active Points); Limited Power (Only to

    escape ropes/bonds/etc.; -1/2) (Real Cost: 5) (cost: 10 points)

     Faton: (Total: 20 Active Cost, 20 Real Cost) +10 EGO (RealCost: 10) plus +10 Mental Defense (15 points total) (Real

    Cost: 10) (Cost: 20 points)

     How Coyote Created People: (Total: 16 Active Cost, 16 Real

    Cost) +2 with all Outdoor Skills (Real Cost: 8) plus +2 with

    all Craft Skills (Real Cost: 8) (Cost: 16 points)

     How Meadowlark Started Death: +3 with all Interaction

    Skills (Cost: 12 points)

     How Raven Became A Great Hunter: Armor Piercing (x2;

    +1/2) for up to 60 Active Points of With [Related Group of At-

    tacks] (30 Active Points); Requires A Roll (Skill roll; Must be

    made each Phase/use; Wilderness Lore; -1), Limited Power(Only Vs. Normal Animals; -1), Extra Time (Extra Phase,

    -3/4) 6END (Cost: 8 points)

    Seonas and the Fairy Maiden: (Total: 18 Active Cost, 18 Real

    Cost) +2 with Acting, Oratory and Disguise (Real Cost: 6)

     plus +4 with Tracking, Shadowing and Concealment (Real

    Cost: 12) (Cost: 18 points)

    The Journeys of Pola: (Total: 16 Active Cost, 16 Real Cost)

     Life Support (Eating: Character does not eat; Immunity:

     All terrestrial diseases; Safe in Intense Cold; Safe in Intense

     Heat) (Real Cost: 12) plus +20 END (Real Cost: 4)

    (Cost: 16 points)

    The Lady of Alune: +25 PRE (25 Active Points); Limited Power (Only to make “Stop and Listen to Me” presence at-

    tacks; -1), Incantations (Requires Incantations throughout;

    -1/2) (Cost: 10 points)

    The Lutist of Hetalie: +30 PRE (30 Active Points); Limited

     Power (Only To Give Orders To Troops Under Your Com-

    mand; -2) (Cost: 10 points)

    The Moon-faced Piper: (Total: 14 Active Cost, 14 Real Cost)

     KS: Spirit Lore 11- (Real Cost: 2) plus Deadly Blow: +1d6

    (Only Vs. Spirits) (Real Cost: 12) (Cost: 14 points)

    The Scale Wars: (Total: 8 Active Cost, 3 Real Cost) +5 BODY

    (5 Active Points); Limited Power (Only to determine knockoutand death threasholds; -1) (Real Cost: 2) plus +5 STUN (3

     Active Points); Limited Power (Only to determine knockout

    and death threasholds; -1) (Real Cost: 1) (Cost: 3 points)

    The Shield of Destiny: (Total: 14 Active Cost, 9 Real Cost) +1

     DCV (5 Active Points); Costs Endurance (-1/2) (Real Cost:

    3) plus Resistant Protection (3 PD/3 ED) (9 Active Points);

    Costs Endurance (-1/2) (Real Cost: 6) 3END (Cost: 9 points)

    Skald PackageCost Ability

    2 +2 EGO

    3 +3 PRE

    8 +2 with all Aigulf Cultural Skills

    5 Conversation 12-

    2 CuK: Aigulf Heraldry 11-

    2 CuK: Aigulf Laws and Customs 11-

    2 CuK: Aigulf Legends and Lore 11-

    3 Jack of All Trades1 1) PS: Alchemist 11-

    1 2) PS: Blacksmith 11-

    1 3) PS: Skald 11-

    1 4) PS: Tale Telling 11-

    2 Navigation (Land) 11-

    3 Oratory 11-

    3 Persuasion 11-

    3 Scholar 

    1 1) KS: Faerie Lore (2 Active Points) 11-

    1 2) KS: Herbalism (2 Active Points) 11-

    1 3) KS: Spirit Lore (2 Active Points) 11-

    1 4) KS: The Choir Doctrines (2 Active Points) 11-

    1 5) KS: Wilderness Lore (2 Active Points) 11-

    3 Sleight Of Hand 11-

    2 Survival (Temperate/Subtropical) 11-

    3 Trading 11-

    2 WF: Common Melee Weapons

    9 Fringe Benet (Right to Marry: Can perform the mar -

    riage ceremony, Skald)

    41 Ballads, Myths and Legends: Variable Power Pool

    (Blessings Pool), 30 base + 30 control cost, all slots 1 Continu-

    ing Charge lasting 1 Day (-0), Usable Simultaneously (up to 32

     people at once; +1 3/4), Recipient must be within Limited Range

    of the Grantor for power to be granted (71 Active Points); all

    slots Extra Time (1 Hour, Only to Activate, Character May Take

     No Other Actions, -1 3/4), Incantations (Requires Incantations

    throughout; -1/2), Lockout (-1/2)2 Woad Creation: Resistant Protection (3 PD/3 ED),

    Hardened (+1/4), Usable Simultaneously (up to 8 people at once;

    Each person uses up a single Charge; +1) (20 Active Points);

    Extra Time (1 Hour, Character May Take No Other Actions, -3

    1/4), OAF Expendable (Very Difcult to obtain new Focus; En-

    chanted Pigments and Herbs; -1 1/2), 8 Continuing Charges last-

    ing 1 Hour each which Never Recover (-1), Gestures, Requires

    Gestures throughout (Requires both hands; -1), Limited Power

    (Spell; -1/2), Requires A Roll (Skill roll; Alchemy; -1/2), Incanta-

    tions (Requires Incantations throughout; -1/2), Limited Power

    (Only When Not Wearing Armor; -1/2)

    Complications25 Psychological Complication: Dedicated To The Spirits

    And Their Purposes (Very Common; Total)

    15 Social Complication: Obligated To Help And Protect

    All Aigulf Frequently, Major 

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    The Stag Flag: (Total: 15 Active Cost, 6 Real Cost) +5 PRE

    (5 Active Points); Limited Power (Only To Resist Fear; -2)

    (Real Cost: 2) plus +5 Mental Defense (15 points total) (5

     Active Points); Limited Power (Only To Resist Fear; -2) (Real

    Cost: 2) plus Power Defense (5 points) (5 Active Points);

     Limited Power (Only To Resist Fear; -2) (Real Cost: 2)

    (Cost: 6 points)

    The Tragedy of Deidre: (Total: 25 Active Cost, 25 Real Cost)

    +5 PRE (Real Cost: 5) plus Danger Sense (self only, out of

    combat, Function as a Sense, Intuitional) 14- (Real Cost: 20)(Cost: 25 points)

    The Wrath of Aslyn: (Total: 50 Active Cost, 18 Real Cost) +10

    STR, Reduced Endurance (0 END; +1/2) (15 Active Points);

    1 Continuing Charge lasting 1 Minute (-1), Side Effects, Side

     Effect occurs automatically whenever Power is used (-5 STR,

    -6 DEX, -6m Running for 1 Minute after Charge elapses;

    -1/2), Conditional Power (Cannot Do Anything Requiring

    Concentration For Duration Of Charge; -1/4) (Real Cost: 5)

     plus +5 CON (5 Active Points); 1 Continuing Charge lasting

    1 Minute (-1), Side Effects, Side Effect occurs automatically

    whenever Power is used (-5 STR, -6 DEX, -6m Running for 1

     Minute after Charge elapses; -1/2), Conditional Power (Can-not Do Anything Requiring Concentration For Duration Of

    Charge; -1/4) (Real Cost: 2) plus +5 EGO (5 Active Points);

    1 Continuing Charge lasting 1 Minute (-1), Side Effects, Side

     Effect occurs automatically whenever Power is used (-5 STR,

    -6 DEX, -6m Running for 1 Minute after Charge elapses;

    -1/2), Conditional Power (Cannot Do Anything Requiring

    Concentration For Duration Of Charge; -1/4) (Real Cost: 2)

     plus +5 BODY (5 Active Points); 1 Continuing Charge lasting

    1 Minute (-1), Side Effects, Side Effect occurs automatically

    whenever Power is used (-5 STR, -6 DEX, -6m Running for 1

     Minute after Charge elapses; -1/2), Conditional Power (Can-

    not Do Anything Requiring Concentration For Duration Of

    Charge; -1/4) (Real Cost: 2) plus +2 with All Attacks (20 Ac-

    tive Points); 1 Continuing Charge lasting 1 Minute (-1), Side

     Effects, Side Effect occurs automatically whenever Power is

    used (-5 STR, -6 DEX, -6m Running for 1 Minute after Charge

    elapses; -1/2), Conditional Power (Cannot Do Anything Re-

    quiring Concentration For Duration Of Charge; -1/4) (Real

    Cost: 7) (Cost: 18 points)

    Storyteller Shaman

    Bezzi ShamanCost Ability

    2 +2 EGO

    2 +2 INT

    4 +4 PRE

    2 AK: Water Wood 11-

    2 CK: [Home Village] 11-

    3 Climbing 11-3 Concealment 11-

    2 CuK: Bezzi Heraldry 11-

    2 CuK: Bezzi Laws and Customs 11-

    2 CuK: Bezzi Legends and Lore 11-

    3 Healing 11-

    2 KS: Bezzi Spirit Worship 11-

    2 KS: Wilderness Lore 11-

    3 Mimicry 11-

    3 Shadowing 11-

    3 Stealth 11-

    2 Survival (Temperate/Subtropical Forests) 11-

    3 Tracking 11-

    1 Positive Reputation: Shaman (A small to medium

    sized group) 8-, +1/+1d6

    17 Forest Awareness: Danger Sense (immediate vicin-

    ity, out of combat, Function as a Sense, Intuitional) (25 Active

    Points); Limited Power (Only In Wilderness Environments;

    -1/2) 14-

    30 30 Points Worth of Animal and/or Plant Forms

    1 Spirit Communion: Cosmetic Transform 2d6 (Non-

    Attuned Shaman into Attuned Shaman) (6 Active Points); Extra

    Time (6 Hours, -3 1/2), OAF (Willing Animal or Plant; -1),

    Limited Target (Self Only; -1), Concentration (0 DCV; Charac-

    ter is totally unaware of nearby events; -3/4), Incantations (Re-

    quires Incantations throughout; -1/2), No Range (-1/2) 1END

    Complications

    25 Psychological Complication: Dedicated To The Spirits

    And Their Purposes (Very Common; Total)

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    Warriors of Faith  The least changed of all the religious packages.

    Order of the SpearCost Ability

    1 +1 BODY

    1 +1 CON

    10 +1 SPD

    3 +3 STR 

    3 +1 to offset DCV modier imposed by Wearing Medium

    Armor 

    3 +1 with Spears and Polearms

    2 AK: Kingdom of Tursh 11-

    4 Armor Familiarity (Medium Armor, Shield)

    3 Healing 11-

    2 KS: Artifact Lore 11-

    2 KS: Asunite Religious Doctrine 11-

    2 KS: Spirit Lore 11-

    2 Navigation (Land) 11-2 PS: Paladin of Asuna 11-

    2 Survival (Temperate/Subtropical) 11-

    2 WF: Common Melee Weapons

    18 Membership Has Its Privileges: Contact: Church of

    Asuna (Contact has access to major institutions, Contact has

    signicant Contacts of his own, Contact has useful Skills or

    resources, Very Good relationship with Contact), Organization

    Contact (x3) (18 Active Points) 8-

    4 Ordained Paladin of Asuna: Fringe Benet (Paladin,

    Writ of Carriage)

    2 Order of the Spear: Positive Reputation: Good and

    Honorable Holy Warrior (A large group) 8-, +2/+2d6

    12 Asuna’s Resolve: (Total: 24 Active Cost, 12 RealCost) Absorption 5 BODY (physical, END Battery), Increased

    Maximum (x8 points) (+3/4), Absorption As A Defense (Resis-

    tant; +1) (14 Active Points); Limited Power (Only When In

    Good Standing With Deity; -1/2) (Real Cost: 9) plus Endurance

    Reserve (40 END, 0 REC) Reserve: (10 Active Points); Limited

    Power (END Can only be used for the Tip of Manalanyes ability;-1), (END Reserve empties on Post Segment 12; -3/4), Limited

    Power (Only When In Good Standing With Deity; -1/2), Side

    Effects, Side Effect occurs automatically whenever Power is

    used (Side Effect does a predened amount of damage; Character

    Takes 1 Body for each point of END used; -1/2) (Real Cost: 3)

    16 The Tip of Manalanyes: Aid Spear and Polearm Combat

    Skill Levels 4d6, Limited Power (Can only draw END from

    Asuna’s Resolve END Reserve; -0) (24 Active Points); Limited

    Power (Only When In Good Standing With Deity; -1/2) 5END

    Spear Fighting

    4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, Weapon +1 DC

    Strike, Target Falls

    5 Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC

    Strike

    4 Thrust: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC

    Strike

    1 Weapon Element: Polearms and Spears, Staffs

    Complications

    15 Psychological Complication: Cannot Stand By And Let

    Evil Occur (Common; Strong)

    25 Psychological Complication: Dedicated To Asuna AndHis Purposes (Very Common; Total)

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    Paladin of AsunaCost Ability

    1 +1 BODY

    1 +1 CON

    2 3+2 EGO2 +2 PRE

    2 +2 REC

    3 +3 STR 

    -2 -2m Running

    8 +1 with HTH Combat

    6 +2 to offset DCV modier imposed by Wearing Heavy

    Armor 

    3 Horse Warrior: +1 with All Attacks (Only While

    Mounted; -2)

    6 Horse Warrior: Penalty Skill Levels: +2 vs. penalties

    when mounted with to offset a specic negative OCV modier

    with all attacks

    4 Armor Familiarity (Heavy Armor, Shield)

    2 KS: Asunite Religious Doctrine 11-

    2 KS: Spirit Lore 11-

    1 Literacy with Native Language

    2 Navigation (Land) 11-

    3 Oratory 11-

    2 PS: Paladin of Asuna 11-

    5 Riding 12-

    3 WF: Common Melee Weapons, Lances

    18 Heavy Warhorse: Follower 

    18 Membership Has Its Privileges: Contact: Church of

    Asuna (Contact has access to major institutions, Contact has

    signicant Contacts of his own, Contact has useful Skills orresources, Very Good relationship with Contact), Organization

    Contact (x3) (18 Active Points) 8-

    4 Ordained Paladin of Asuna: Fringe Benet (Paladin,

    Writ of Carriage)

    1 Money: Well Off (3 Active Points); Limited Power

    (Only To Determine Starting Wealth; -1)

    9 Divine Wrath: (Total: 20 Active Cost, 9 Real Cost) +2

    BODY (2 Active Points); Limited Power (Only When in Good

    Standing With Deity; -1/2), Costs Endurance (-1/2), Limited

    Power (All powers must draw END from Well of Faith; -1/4)

    (Real Cost: 1) plus +2 STR (2 Active Points); Limited Power

    (Only When in Good Standing With Deity; -1/2), Limited Power

    (All powers must draw END from Well of Faith; -1/4) (Real

    Cost: 1) plus Resistant Protection (2 PD/2 ED) (6 Active Points);

    Costs Endurance (-1/2), Limited Power (Only When in GoodStanding With Deity; -1/2), Limited Power (All powers must

    draw END from Well of Faith; -1/4) (Real Cost: 3) plus +1 SPD

    (10 Active Points); Costs Endurance (-1/2), Limited Power (Only

    When in Good Standing With Deity; -1/2), Limited Power (All

     powers must draw END from Well of Faith; -1/4) (Real Cost: 4)

    5END

    2 Lay On Hands: Healing BODY 1d6 (10 Active Points);

    Extra Time (1 Minute, Character May Take No Other Actions, -1

    3/4), Increased Endurance Cost (x4 END; -1 1/2), Limited Power

    (Only When in Good Standing With Deity; -1/2), Limited Power

    (All powers must draw END from Well of Faith; -1/4) 8END

    3 Sacred Defense: Power Defense (10 points) (10 Active

    Points); Limited Power (Only Vs. Spells Cast By Enemies Of

    The Church; -1), Limited Power (Only When in Good Standing

    With Deity; -1/2), Costs Endurance (-1/2), Limited Power (All

     powers must draw END from Well of Faith; -1/4) 2END

    5 Smite Indel: Deadly Blow: +1d6 (Vs. Enemies of the

    Church) (12 Active Points); Costs Endurance (-1/2), Limited

    Power (Only When in Good Standing With Deity; -1/2), Limited

    Power (All powers must draw END from Well of Faith; -1/4)

    2END

    6 Well of Faith: Endurance Reserve (30 END, 10 REC)

    Reserve: (16 Active Points); Limited Power (Only When In

    Good Standing With Deity; -1/2); REC: (8 Active Points); Extra

    Time (1 Hour, Character May Take No Other Actions, -3 1/4),Incantations (Requires Incantations throughout; -1/2), Limited

    Power (Only When In Good Standing With Deity; -1/2)

    Complications

    15 Psychological Complication: Cannot Stand By And Let

    Evil Occur (Common; Strong)

    25 Psychological Complication: Dedicated To Asuna And

    His Purposes (Very Common; Total)

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    PyroclastCost Ability

    1 +1 BODY

    1 +1 CON1 +1 EGO

    2 +2 STR 

    2 +6 END

    6 +2 to offset DCV modier imposed by Wearing Heavy

    Armor 

    6 Know Thy Enemy: +1 Overall (12 Active Points);

    Limited Power (Only Vs. Soulforged, Soulwarped and Undead;

    -1/2), Limited Power (Only When in Good Standing With Deity;

    -1/2)

    6 Armor Familiarity (Heavy Armor, Medium Armor,

    Shield)

    2 Armorsmith (Repair only, all armor types) 11-

    2 CuK: Matharian Heraldry 11-2 CuK: Matharian Laws and Customs 11-

    2 CuK: Matharian Legends and Lore 11-

    5 Defense Maneuver I-II

    2 KS: Cult of the Forge Doctrines 11-

    2 KS: Family Ancestral Line 11-

    2 KS: Matharian History 11-

    2 KS: Soulforged, Soulwarped and Undead Lore 11-

    2 PS: Pyroclast 11-

    2 WF: Common Melee Weapons

    8 Ironborn of the Forge: Fringe Benet (Membership:

    Cult of the Forge, Pyroclast, Writ of Carriage)

    18 Membership Has Its Privileges: Contact: Cult of the

    Forge (Contact has access to major institutions, Contact hassignicant Contacts of his own, Contact has useful Skills or

    resources, Very Good relationship with Contact), Organization

    Contact (x3) (18 Active Points) 8-

    1 3) Money: Well Off (3 Active Points); Limited Power

    (Only To Determine Starting Wealth; -1)

    11 Fires of the Forge: (Total: 29 Active Cost, 11 Real Cost)

    Sight Group Images, Area Of Effect (2m Radius; +1/4) (12 Ac-

    tive Points); Only To Create Light (-1), No Range (-1/2), Limited

    Power (Only When in Good Standing With Deity; -1/2) (Real

    Cost: 4) plus Killing Attack - Hand-To-Hand 1/2d6, Area Of Ef-

    fect (2m Surface; +1/4), Constant (+1/2) (17 Active Points); No

    STR Bonus (-1/2), Limited Power (Only When in Good Stand-

    ing With Deity; -1/2), Limited Power (Only Vs. Soulforged,

    Soulwarped and Undead; -1/2) (Real Cost: 7) 5END

    4 Strength of Will: +9 STR (9 Active Points); Requires A

    Roll (Characteristic roll; Ego; -1/2), Increased Endurance Cost

    (x2 END; -1/2) 4END

    8 Unmake the Unmade: Deadly Blow: +1d6 (Vs. Soul-

    forged, Soulwarped and Undead) (12 Active Points); Limited

    Power (Only When in Good Standing With Deity; -1/2)

    8 Warrior’s Purpose: +2 with All Attacks, Usable By

    Other (+0), Grantor can take back power at any time, Grantor

    can only grant the power to others, Area Of Effect (2m Radius;

    +1/4) (25 Active Points); Costs Endurance (-1/2), Incantations

    (Requires Incantations throughout; -1/2), Limited Power (Only

    When in Good Standing With Deity; -1/2), Limited Power (Only

    To Followers of the Forge; -1/2) 5END

    Complications

    15 Enraged: When near Soulforged, Soulwarped andUndead (Uncommon), go 11-, recover 11-

    10 Social Complication: Law of the Cast: “As our oaths

    are our bond, so are these guidelines our boundaries.” (Must act

    in accordance with the precepts of the Cult of the Forge or lose

    all special “Only While Serving The God’s Purposes” abilities)

    Infrequently, Major 

    10 Social Complication: Law of the Crucible: “As our

    spirits are puried, so thus must they cast away all impurities.”

    (May not willingly associate or tolerate Evil individuals) Fre-

    quently, Minor 

    10 Social Complication: Law of the Forge: “Only through

    great effort and working of skill can our failures be made

    whole.” (Must go through lengthy quest or some other form of personal sacrice to regain abilities if the Law of the Crucible is

    violated) Infrequently, Major 

    10 Social Complication: Law of the Furnace: “In the res

    of others’ needs and others’ directions are we tempered.” (Must

    obey the priests of the Cult of the Forge) Frequently, Minor 

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    Chapter 4  The most extreme changes happen to the mages, in par-

    ticular the Sanguinaries who lose their Elemental Control power

    framework in 6th Edition. But even the Atharians get a little bump

    in the complexity due to the changes in Variable Power Pools.

    Vedra Atharia  To simplify the process for explaining how the Atharian

    spell casting works and to incorporate the changes in the VPP’s

    we’re including this bullet point list. Specic changes to seals

    and spells will be notated with their individual entries.

    A starting mage begins the game with a total of (Poolx2)•

    Real Points worth of spells in their grimoire.

    Once game begins there is no limit to the number of spells*

    they can have in their grimoire.

    The Element of a spell will modify the Real Point “value”*

    of a spell if the spells element differs from the casters.

    A mage can have no more than a total of (Poolx• 1) Real

    Points memorized at any given time.

    The Element of a spell will modify the Real Point “value”*

    of a spell if the spells element differs from the casters.

    A mage cannot cast a spell whose Active Points are greater*than their VPP’s Control Points

    A mage can utilize any spell from any Seal other than their•

    opposite Seal.

    A mage must make a skill roll to cast a spell using the Atha-•

    ria Power Skill

    The spells element must be used regardless of the casters*

    The skill roll is reduced by 1pt for every 10 Active points*

    of the spell to be cast.

    This reduction is increased if the spell is from a Seal»

    other than the casters

    All spells cost Endurance to cast*

    This Endurance cost is increased if the spell is from a»

    Seal other than the casters

    The Seals of the Vedra Atharia

    Ramiel PackageCost Ability

    2 +2 CON

    3 +3 ED

    3 +3 PD

    5 +5 PRE

    3 Climbing 11-

    3 Oratory 11-2 Survival (Mountain) 11-

    3 Tactics 11-

    Optional Abilities

    16 Battering Ram [Ramiel]: (Total: 19 Active Cost,

    16 Real Cost) +2 With Battering Ram (Real Cost: 4) plus

    Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-

    Hand Attack (-1/4) (Real Cost: 12) 3END

    9 Inspirational Fervor [Ramiel]: +1 with HTH

    Combat, Uncontrolled (The effect of Inspiration Fervor

    lasts for one Scene; +1/2), Area Of Effect (8m Ra-

    dius; +1/2), Usable Simultaneously (up to 16 people at

    once; +1 1/4) (26 Active Points); Incantations (Complex;

    Requires Incantations Throughout; -1), Extra Time (Full

    Phase, -1/2), Costs Endurance (Only Costs END to Acti-

    vate; -1/4) 5END

    7 Sure-Footed [Ramiel]: Flight 14m, No Turn

    Mode (+1/4) (17 Active Points); Gliding (-1), Only In

    Contact With A Surface (-1/4), Only On Apropriate Ter-

    rain (On mountainous or rocky terrain; -1/4)

    Complications

    5 Distinctive Features: Palpable Sense of Com-

    mand (Easily Concealed; Noticed and Recognizable;

    Detectable By Commonly-Used Senses)

    5 Negative Reputation: Arrogant, Infrequently

    10 Psychological Complication: Always Attempts

    to Lead (Common; Moderate)

    Bellaria PackageCost Ability

    2 +10 END

    2 +2 BODY

    2 +2 CON

    4 +4 STR 3 Charm 11-

    3 Deduction 11-

    2 PS: [Choose One Artistic Skill] 11-

    Optional Abilities

    21 Defensive Stance [Bellarian]: Change Environment

    (-3 DCV), Personal Immunity (+1/4), Area Of Effect (4m

    Radius; +1/4), Selective (+1/4) (21 Active Points) [Notes: 6e:

    Increased effect by one, as Change Environment behaves very

    differently in 6th Edition.] 4END

    5 Intercede [Bellarian]: Teleportation 16m (16 Active

    Points); Only to Provide Cover (-1), Must be Aware of Attack

    (-1/2), Must Pass Through Intervening Space (-1/4), No Non-Combat Movement (-1/4) 3END

    5 Fabled Strength [Bellarian]: +15 STR (15 Active

    Points); Extra Time (1 Turn (Post-Segment 12), Only to Ac-

    tivate, -3/4), Requires A Roll (Characteristic roll; Ego; -1/2),

    Increased Endurance Cost (x2 END; -1/2), Only to Lift/Move

    Objects (-1/2) 6END

    Complications

    10 Enraged: [Player Choice] (Uncommon), go 11-,

    recover 14-

    10 Psychological Complication: Pig Headed (Stubborn

    and Dense) (Common; Moderate)

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    Dualla PackageCost Abilities

    2 +2 EGO

    2 +2 INT

    3 Acting 11-

    3 Analyze: [Player Choice] 11-

    3 Conversation 11-

    3 Deduction 11-

    5 Compelling Argument [Dualla]: Mind Control 2d6,

    Constant (+1/2), Cumulative (48 points; +1) (25 Active Points);Incantations (Requires Incantations Throughout; Complex; -1),

    Increased Endurance Cost (x2 END; -1/2), Only to Alter an

    Opinion (-1/2), No Range (-1/2), Target must be able to hear and

    understand the argument (-1/2), Requires A Roll (INT roll; -1/2)

    10END

    8 Inner Twin Revelation: Shape Shift (Sight, Hearing,

    Smell/Taste and Touch Groups), Makeover (25 Active Points);

    Only to Change to Twin (The form of the Twin is dened at

    character creation, and cannot be changed thereafter; -1), Affects

    Body Only (-1/2), Requires A Roll (13- roll; Must be made with

    each use; -1/2) 5END

    2 Subconcious Awareness: Lightning Reexes (+4 DEX

    to act rst with Air Magic)

    7 Unpredicatable Opponent: +2 OCV (10 Active Points);

    Only for deections, reections, and similar non-traditional

    methods (-1/2)

    Complications

    10 Psychological Complication: Difculty with making

    decisions in high pressure situations (Uncommon; Strong)

    10 Social Complication: Irritating and Irritable Frequently,

    Minor 

    Aegia PackageCost Abilties

    5 +1 OCV

    2 +2 CON

    2 +2 EGO

    2 +2 INT2 Swimming +4m (4m/8m total)

    3 Analyze: Emotions 11-

    3 Charm 11-

    3 Conversation 11-

    11 Ears of the Wolf: Active Sonar (Hearing Group),

    Discriminatory, Increased Arc Of Perception (360 Degrees) (25

    Active Points); Costs Endurance (-1/2), Concentration, Must

    Concentrate throughout use of Constant Power (1/2 DCV; -1/2),

    Restrainable (Only by means other than Grabs and Entangles; a

    eld of absolute silence, or a Hearing Flash; -1/4) [Notes: GM

     Note: While built as Sonar, the power is a special effect, allow-

    ing the Aegian to replace use their augmented sense of hearing

    to greater efciency.] 5END14 Last Stand: (Total: 30 Active Cost, 14 Real Cost)

    Energy Damage Reduction, Resistant, 25% (15 Active Points);

    Costs Endurance (-1/2), Only to Defend the Defenseless (-1/2),

    Physical Manifestation (-1/4) (Real Cost: 7) plus Physical

    Damage Reduction, Resistant, 25% (15 Active Points); Costs

    Endurance (-1/2), Only to Defend the Defensless (-1/2), Physi-

    cal Manifestation (-1/4) (Real Cost: 7) [Notes: The bearer takes

    on the aspect of an Aigulf (if human) or a more ferocious ver-

    sion of itself (if an Aigulf). This image can be attacked inde-

     pendently to break down Last Stand.] 6END

    7 Trained Herbalist: Healing BODY 2d6, Decreased

    Re-use Duration (6 Hours; +1/4), Reduced Endurance (0 END;

    +1/2) (35 Active Points); Extra Time (5 Minutes, Character

    May Take No Other Actions, -2 1/4), OIF (Healing Herbs of

    Opportunity; -1/2), Only to Heal Others (-1/2), Requires A Roll

    (Skill roll; Herbalism; -1/2) [Notes: Aegians are well known

    healers; even if they are lacking the appropriate spells, many

    employ this skill to help keep their compatriots in one piece.]

    Complications

    10 Psychological Complication: Short Tempered (Un-

    common; Strong)

    10 Social Complication: Naturally Guarded Frequently,

    Minor 

    Panthier PackageCost Abilities

    2 +2 STR 

    5 +5 PRE

    3 +1 with [a small group of attacks]3 Analyze: Style 11-

    3 Breakfall 11-

    3 Gambling [Player’s Choice of Game] 11-

    2 KS: Current Events 11-

    Optional Talents

    13 Fiery Fangs: Killing Attack - Ranged 1d6, +1 Increased

    STUN Multiplier (+1/4), Penetrating (+1/2) (26 Active Points);

     No Range (-1/2), Increased Endurance Cost (x2 END; -1/2)

    10END

    7 Piercing Eyes: Naked Advantage: Armor Piercing

    (+1/4) for up to 60 Active Points (15 Active Points); Requires

    A Roll (EGO roll; -1/2), Concentration (1/2 DCV; -1/4), Extra

    Time (Delayed Phase, -1/4) 3END

    8 Thrill of the Hunt: Boost SPD 4d6, Side Effects, Side

    Effect occurs automatically whenever Power is used (Side Effect

    does a predened amount of damage, Side Effect occurs when

    character stops using power; 4d6 damage to both END & STUN

    at the end of the effect; +0) (24 Active Points); Only to Aid Self

    (-1), Requires A Roll (DEX roll; -1/2), Costs Endurance (to

    maintain; -1/2) [Notes: 6e: Minor improvement in functional-

    ity due to lowered cost of Aid, however, the point values are

    intended to provide one point “automatically,” and two points

    given enough time or effort.] 5END

    Complications

    5 Distinctive Features: Blazing Red Hair And Brilliant

    Green Eyes (Easily Concealed; Noticed and Recognizable; De-

    tectable By Commonly-Used Senses)

    5 Rivalry: Professional and Romantic (; Rival is Less

    Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival

    Aware of Rivalry)

    10 Social Complication: Hogs the Limelight Frequently,

    Minor 

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    Estheria PackageCost Ability

    1 +1 EGO

    4 +4 INT

    3 Analyze: [Player’s Choice] 11-

    3 Charm 11-

    3 Deduction 11-

    2 KS: [Player’s Choice] 11-

    2 PS: Research 11-

    3 Persuasion 11-6 +2/+2d6 Striking Appearance (vs. all characters) [Notes:

    6e: This replaces the Estheria’s original Comliness bonus.]

    Optional Abilities 

    6 Earth Seer [Estheria]: Retrocognitive Clairsentience

    (Hearing Group) (40 Active Points); Extra Time (1 Minute,

    Character May Take No Other Actions, -1 3/4), Concentration,

    Must Concentrate throughout use of Constant Power (1/2 DCV;

    Character is totally unaware of nearby events; -1), Retrocogni-

    tion Only (-1), Blackout (-1/2), No Range (-1/2), Requires A Roll

    (Perception (PER) roll; -1/2) 8END

    8 Ensnarement of Horns [Estheria]: Entangle 3d6, 3 PD/3

    ED (30 Active Points); Set Effect (Hands & Weapons Only) (-1),

     No Range (-1/2), Required Hands Two-Handed (-1/2), Requires

    A Roll (Strength [STR] roll; -1/2) [Notes: This ability allows the

    Estherian to lock up their opponent, severely limiting their attack

    options; this is primarily used to defuse conict. There are many

    casters, especially the Duallans, who prefer to use this to hold

    down their target while their Twin strikes.] 6END

    10 Guard of Horns: Deection (20 Active Points); OnlyWorks Against Uncommon attack (Arrows, Slings, and similar;

    -3/4), Concentration (1/2 DCV; -1/4) 4END

    Complications

    10 Psychological Complication: In The Box Thinker (Will

    stay the course, only veering if there are no other options) (Un-

    common; Strong)

    10 Social Complication: Critical and Condescending Fre-

    quently, Minor 

    Cala PackageCost Ability

    2 +2 EGO

    2 +2 INT

    3 Acrobatics 11-

    3 Breakfall 11-

    3 Contortionist 11-

    3 Defense Maneuver I

    3 Sleight Of Hand 11-

    Optional Abilities 

    12 Eyes of the Sky [Cala]: +4 with Shadowing

    9 Thoughts of the Watchful [Cala]: Telepathy 6d6 (Animal

    class of minds) (30 Active Points); Stops Working If Mentalist

    Is Stunned (-1/2), Receive Only (-1/2), Limited Class Of Minds

    Avians Only (-1/2), Costs END To Maintain (Full END Cost;

    -1/2), Subject To Range Modier (-1/4) 6END

    1 Redistribution of Wealth [Cala]: Teleportation 2m (2

    Active Points); Only Small or Easily Concealed Objects (-1),

    Can Only Teleport To Fixed Locations (Another concealed place

    on your person (a pocket, or the like); -1), Requires A Roll (DEX

    roll; -1/2), Restrainable (Requires at least one free hand; -1/2),

    Must Pass Through Intervening Space (-1/4) [Notes: This effect

    does not render an object insubstantial, but behaves as a complex

    special effect; so long as the caster would normally be able to

    reach/touch an object, Redistribution of Wealth lets them move it

    nearly instantly from the target to themselves.] 1END

    Complications

    10 Psychological Complication: Supercial and Materialis-

    tic (Common; Moderate)

    10 Social Complication: Easily Offended Frequently, Mi-

    nor 

    Sevda PackageCost Ability

    2 +2 CON

    2 +2 ED

    2 +2 EGO

    2 +2 PD

    3 Bribery 11-

    3 Concealment 11-

    2 PS: Poisoning 11-

    3 +1/+1d6 Striking Appearance (vs. all characters)

    Optional Abilities 

    18 Lover’s Embrace [Sevda]: Entangle 3d6, 3 PD/3 ED,

    Entangle And Character Both Take Damage (+1/4) (37 Active

    Points); Does Not Prevent The Use Of Accessible Foci (-1)

    7END

    16 Natural Killer [Sevda]: +2 with HTH Combat

    45 Withering Kiss [Sevda]: Drain CON 3d6, Delayed

    Effect (+1/4), Delayed Return Rate (points return at the rate of

    5 per Minute; +1) (67 Active Points); OIF (Poisonous Herbs &Elements of Opportunity; -1/2) 13END

    Complications

    10 Psychological Complication: Vengeful (Uncommon;

    Strong)

    10 Social Complication: Spiteful and Harsh Frequently,

    Minor 

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    Kaindan PackageCost Ability

    5 +2 OCV (10 Active Points); Only With Bows (-1)

    5 +1 OCV

    3 Analyze: Motive 11-

    3 Concealment 11-

    3 Fast Draw (Arrows and Bolts) 11-

    3 Stealth 11-

    Optional Abilities13 Hunter’s Mark: Detect A Single Thing 11- (Unusual

    Group), Discriminatory, Increased Arc Of Perception (360 De-

    grees), Sense, Tracking (20 Active Points); OIF (Either having

    had direct, extended contact with the individual, or are speci-

    cally carrying an object of theirs; -1/2) [Notes: Hunter’s Mark

    allows the Kaindan to track a single, specic target (chosen spe-

    cically at the use of the ability). Many Kaindan use this power

    to settle old debts, or as bounty hunters. By either having come

    in contact with the target, or a piece of the target’s belongings,

    the Kaindan can begin the process of tracking them down; for

    weaker Kaindan, the range isn’t great, but allows them to pick

    the target from a crowd, while the more experienced Hunters can

    track someone across half a Duchy, or further.]

    22 Expert Takedown [Kaindan]: Drain Running 3d6, De-

    layed Return Rate (points return at the rate of 5 per Minute; +1)

    (60 Active Points); PD Applies (-1), OIF (Ranged Weapons of

    Opportunity; -1/2), Concentration (1/2 DCV; -1/4) [Notes: 6e: An

    overall minor increase in Real Cost, but there are multiple adjust-

    ments in 6th that change the core values and removed multiple

    limitations.] 125 3) It’s My Turn to Talk [Kaindan]: Darkness to Speech

    Group 2m radius, Selective Target (+1/4) (7 Active Points); OIF

    (Ranged Weapon of Opportunity; -1/2) 1END

    Complications

    10 Social Complication: Talks First, Thinks Later Frequent-

    ly, Minor 

    10 Psychological Complication: Too Independent For Their

    Own Good (Common; Moderate)

    Ohanzet Package

    Cost Ability2 +2 STR 

    3 +3 PRE

    3 Bureaucratics 11-

    3 Climbing 11-

    2 PS: Instructor 11-

    2 PS: Research 11-

    2 PS: [Player’s Choice] 11-

    Optional Abilities

    9 Bend the Fourth Line: Minor Transform 8d6 (Immedi-

    ately Broken Object into Unbroken Object, Rebreaking the Ob-

     ject) (40 Active Points); Only to Immediately Rewind Time (-1),

    Window of Opportunity (Roughly one minute; -1), One Attempt

    Only (The caster can only reverse time on a given object once

     per instance it’s broken; -1/2), All Or Nothing (-1/2), No Range

    (-1/2) [Notes: 6e: As this is still a Minor effect, the total number

    of dice has been doubled to be compliant with that mechanic and

    still fall on the original cost line.] 8END

    20 Ravages of Time: Dispel Manmade objects, includ-ing clothing, weapons, armor, etc. 10d6 (30 Active Points); No

    Range (-1/2) 6END

    7 Time’s Twisting Blade: Killing Attack - Ranged 2d6 (30

    Active Points); Conditional Power Power does not work in Very

    Common Circumstances (Only a single target, against whom the

    Ohanzet has sworn vengeance; -1), OIF (Weapon of Opportunity;

    -1/2), No Strength Bonus (-1/2), Increased Endurance Cost (x2

    END; -1/2), Limited Power Declaration of Intent (The Ohanzet

    must have Cause before invoking Time’s Twisting Blade, see

    text.; -1/2) [Notes: The Ohanzet can make a declaration of per-

    sonal vengeance against a single individual -- when he does so,

    this ability can be invoked, giving them a tremendous edge when

    exacting it.] 12END

    Complications

    5 Negative Reputation: Cold Hearted, Infrequently

    15 Psychological Complication: Stubborn and Belligerent

    (Common; Strong)

    Haislin PackageCost Ability

    2 +10 END

    2 +2 STR 

    3 +3 EGO

    3 Contortionist 11-

    3 Disguise 11-

    3 Oratory 11-

    Optional Abilities

    11 Bringing the Fight Full Circle: Entangle 1d6, 1 PD/1

    ED, Alternate Combat Value (uses OCV against DMCV; +1/4),

    Attack Versus Alternate Defense (Mental Defense; +1) (22 Ac-

    tive Points); No Range (-1/2), Incantations (-1/4), Concentration

    (1/2 DCV; -1/4) [Notes: 6e: Broad changes to the operation of

    Entangle and BOECV from 5th to 6th signicantly raise the cost,

    however, this is the canonical version for 6th Edition. Cost was

    not a primary issue for the creation of the talents in terms of

    Real Cost, only Active Cost.] 4END

    15 Life on the Wheel: Luck 3d6, Side Effects, Side Effect

    occurs automatically whenever Power is used (Side Effect al-

    ways occurs whenever the character does some specic act, Side

    Effect does a predened amount of damage, Side Effect only af -

    fects the recipient of the benets of the Power; 3d6 Unluck; +0)

    5 Rebinding the Body to the Wheel: Healing BODY 2d6(20 Active Points); Extra Time (1 Minute, Character May Take

     No Other Actions, -1 3/4), Requires A Roll (Chirurgery roll;

    -1/2), Only to Heal Others (-1/2), Does Not Work On Some

    Damage ([Rare attack]; Earth Damage; -1/4), Requires Light to

    use (-1/4) 4END

    Complications

    10 Social Complication: Standofsh and Aloof Frequently,

    Minor 

    10 Social Complication: Unnecessarily Contrary Frequent-

    ly, Minor 

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    The Wizards

    We have learned that many people did not realize that anyone

    can acquire one of the Seal packages regardless of whether or

    not they are playing an Atharian mage. In other words having

    a Seal is a requirement for being an Atharian, but being an

     Atharian is not a requirement for having a Seal. Naturally a

    Seal must be bought at Character Creation and not during game play.

    Veritais PackageCost Ability

    2 +2 BODY

    2 +2 INT

    2 Swimming +4m

    3 Analyze: Emotions 11-

    3 Deduction 11-

    3 Forgery [Player’s Choice] 11-

    6 +2 PER with all Sense Groups

    Optional Abilities

    11 Light of Revelation: Mental Defense (20 points total)

    (20 Active Points); Only Works Against Uncommon attack (Men-

    tal Images, Illusions and other forms of Deception; -3/4)

    27 Sense of Falsehood: Detect A Class Of Things; the Veri-

    tais has a persistent sense of truth, and while he cannot pinpoint a

    lie directly, he can gauge the likelihood that people will lie under

    given circumstances 13-/11- (Unusual Group), Discriminatory,

    Increased Arc Of Perception (360 Degrees), Sense, Tracking,

    Inherent (+1/4) (27 Active Points)

    21 The Unerring Truth: +4 with HTH Combat (32 Active

    Points); Only a target of which the truth is known (-1/2)

    Complications

    10 Psychological Complication: Irrational Reactions to

    Vexing Situations (Common; Moderate)

    10 Psychological Complication: Play Before Work (Com-

    mon; Moderate)

    Academy Wizard PackageCost Ability

    2 +10 END

    2 +2 INT

    2 +2 PRE

    2 +2 REC

    3 +3 ED

    3 Analyze: Magic 11-

    3 Atharia Power Skill

    0 1) Air: Power 11-

    0 2) Earth: Power 11-

    0 3) Fire: Power 11-

    0 4) Water: Power 11-

    3 Bureaucratics 11-

    16 Choose 8 of the Following Skills: KS: Alchemy 11-,KS: Artifact Lore 11-, KS: Atharian Magic Styles 11-, KS:

    Circle Lore 11-, KS: Faerie Lore 11-, KS: Prominent Wizards

    and Magician Guilds 11-, KS: Royal Academy Doctrines 11-,

    KS: Spellcraft and Magical Lore 11-, KS: Spirit Lore 11-, KS:

    Symbol Lore 11-, KS: Ward Lore 11-

    3 Inventor 11-

    3 Language: Bluetongue (uent conversation; literate)

    1 Literacy with native Language

    2 PS: Instructor 11-

    3 Scholar

    3 Academy Trainer/Mentor: Contact (Contact has access

    to major institutions, Contact has useful Skills or resources) 8-

    3 Kingdom Approved Caster: Fringe Benet (Royal

    Academy Wizard)

    1 Reputation: Graduate of the Royal Academy (A small tomedium sized group) 8-, +1/+1d6

    33 Atharian Power Pool: Variable Power Pool (Magic

    Pool), 30 base + 30 control cost, (45 Active Points); Limited

    Power Only Spells Known (-1/2), All Slots Cost Endurance

    (-1/2), Requires an Atharian Roll (-1/2), Spell (-1/2), VPP Pow-

    ers Can Be Changes Only In Given Circumstances (Powers can

    only be changed with time and between scenes; -1/2), Requires

    Grimoire to Change Spells (-1/2), Only Spells Known (-1/2),

    Concentration (1/2 DCV; -1/4)

    Complications

    10 Hunted: Academy of Matriculation Infrequently (Mo

    Pow; NCI; Watching)

    5 Social Complication: Duty to Royal Academy Infre-

    quently, Minor 

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    General Talents for Atharian WizardsAtharian General Talents

     Erudite Initiate: +3 with PS: Research (4 Active Points); Only

     for studying spells within the Four Seals of Erudition (-1/2)

    [Notes: All of the masters of the Seals of Erudition were once

     Initiates; those who choose this path of study have a series of

     strenuous expectations placed upon them, but the beginning

    of the road grants a deeper knowledge of the four Seals, and

    not just the ‘how’ of their magic, but the ‘why.’ With that, the

    ability to learn those spells improves dramatically.]

    (Cost: 3 points)

     Erudite Journeyman: +2 with PS: Research, Must be an Eru-

    dite Initiate (+0) (2 Active Points); Only for studying spells

    within the Four Seals of Erudition (-1/2), Only for studying

     spells from your element (-1/2) [Notes: Expansion of knowl-

    edge of the Seals of Erudition opens new mental pahtways; it

    enables the Initiate to widen their area of expertise, bridging

     from their current path of study and becoming more procient

    in their own element, as the result of understanding through

    the Seals of Erudition how the other pieces cooperate.]

    (Cost: 1 point)

     Erudite Combatant: +2 with Magic Combat (a small group

    of attacks) (6 Active Points); Only for using spells from the

     Four Seals of Erudition (-3/4), Must be an Erudite Journey-

    man (-1/2) [Notes: Most Erudite Combatants will tell you that

    they began on this path to acheive this single goal; to become

     Erudite Combatants, and in some cases, Erudite Masters,

    although not all Masters are Combatants. While most who

     select this road come from one of those Seals, not all do, and

    they nd the additional skill with Erudite Magic to give thema surprising, and often unexpected edge.] (Cost: 3 points)

     Fire Starter: +2 with Fire Magic [Notes: The caster has a

     powerful connection to Fire magic, giving them a signicant

    edge in combat when using it, as they can strike more often,

    deal more damage, and defend against it more easily than

    their peers. 6e: Adjusted from a Limited Power on a large

    group to a small dened group, with no change in cost, but

    simplifying the bookkeeping.] (Cost: 6 points)

    Hedge Wizard PackageCost Ability

    2 +10 END

    2 +2 CON

    2 +2 ED

    2 +2 INT

    2 +2 PD

    2 +2 REC

    2 +2 STR 

    3 Analyze: Atharian Seal 11-3 Atharia Power Skill

    0 1) Air: Power 11-

    0 2) Earth: Power 11-

    0 3) Fire: Power 11-

    0 4) Water: Power 11-

    2 Concealment 11- (3 Active Points); Only to Conceal

    Casting Ability (-1/2) [Notes: Hedge Wizards are not authorized

    to practice magic; as such, they have developed multiple ways

    to avoid detection. Among them is their ability to conceal their

    casting. When using this skill in combination with a spell, the

    caster declares their intent to hide their casting, then makes a

    Concealment Roll modied by the Active Points of the spell. If

    they succeed, it adds to the total difculty of any Analyze skills

    used against them, and if the Analyze fails, then the individual at-

    tempting the analysis cannot immediately determine that the user

    has performed any magic at all. As always, common & dramatic

    sense apply (no one would confuse a blatant attack power as not

    having come from its source, but more subtle abilities can be hid-

    den with some effort).]

    2 CuK: [Region] Legends and Lore 11-

    3 Jack of All Trades

    1 1) PS: Alchemist (2 Active Points) 11-

    1 2) PS: Instructor (2 Active Points) 11-

    1 3) PS: [Choice] (2 Active Points) 11-

    3 Scholar 1 1) KS: Alchemy (2 Active Points) 11-

    1 2) KS: Herbalism (2 Active Points) 11-

    1 3) KS: [Region] Florda and Fauna (2 Active Points)

    11-

    3 Favor [Notes: Hedge Wizards don’t often work for

    money; very often, they barter their services for promises of

    future assistance. Even during their development, their skills are

    well prized. This Perk represents those things the Hedge Wizard

    has done in the past that endeared him to those who could be in a

     position to assist him now.

     Note: The GM is encouraged to continue this tradition throughrole-playing; the Atharian Hedge Wizard should not necessarily

    spend XP to earn additional favors, anymore than they would

    spend XP on basic equipment. Types of favors often include

    minor inconveniences or intangibles; room and board for a brief

     period, or a safe place to stay. A small portion of a material

    component that another person may have an abundant supply of,

    and so on.]

    1 Apprenticed Hedge Wizard: Positive Reputation

    (Among other Hedge Wizards in the area, and possibly beyond (a

    small to medium sized group)) 8-, +1/+1d6

    5 Hedge Wizard Master Trainer: Contact (Contact has

    signicant Contacts of his own, Contact has very useful Skills or

    resources) 11-

    33 Atharian Power Pool: Variable Power Pool (Magic

    Pool), 30 base + 30 control cost, (45 Active Points); Only Spells

    Known (-1/2), Requires Grimoire to Change Spells (-1/2), VPP

    Powers Can Be Changes Only In Given Circumstances (Powers

    can only be changed with time and between scenes; -1/2), Spell

    (-1/2), Requires an Atharian Roll (-1/2), All Slots Cost Endur-

    ance (-1/2), Limited Power Only Spells Known (-1/2), Concen-

    tration (1/2 DCV; -1/4)

    Complications

    15 Hunted: Royal Academy of Wizardry Infrequently (Mo

    Pow; NCI; Limited Geographical Area; Harshly Punish)

    10 Social Complication: Illegally Practicing Atharian

    Caster Frequently, Major, Not Limiting In Some Cultures

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     Erudite Mastery: (Total: 23 Active Cost, 10 Real Cost) +3

    with a large group of attacks (15 Active Points); Only With

     Erudite Magic (-3/4), Must Be An Erudite Journeyman (-1/2)

    (Real Cost: 7) plus +3 with Atharian Magic (8 Active Points);

    Only With Erudite Magic (-3/4), Must Be An Erudite Jour-

    neyman (-1/2) (Real Cost: 3) [Notes: With complete Mastery

    of the Erudite path comes a well rounded caster. Capable of

    deep & complex research, reliable prociency, and power -

     ful spells, the Erudite Master warrants respect from anyone,

    regardless of their path, or their views of this research road. More experienced casters, and other high ranking ofcials

    within the Academy, and some Hedge Magicians, believe that

    other paths await rediscovery.] (Cost: 10 points)

     Rain Maker: +2 with Water Magic [Notes: The caster has a

     powerful connection to Water magic, giving them a signicant

    edge in combat when using it, as they can strike more often,

    deal more damage, and defend against it more easily than

    their peers. 6e: Adjusted from a Limited Power on a large

     group to a small dened group, with no change in cost, but

     simplifying the bookkeeping.] (Cost: 6 points)

     Earthen Drummer: +2 with Earth Magic [Notes: The caster

    has a powerful connection to Earth magic, giving them a sig-nicant edge in combat when using it, as they can strike more

    often, deal more damage, and defend against it more easily

    than their peers. 6e: Adjusted from a Limited Power on a

    large group to a small dened group, with no change in cost,

    but simplifying the bookkeeping.] (Cost: 6 points)

    Storm Harnesser: +2 with Air Magic [Notes: The caster has

    a powerful connection to Air magic, giving them a signicant

    edge in combat when using it, as they can strike more often,

    deal more damage, and defend against it more easily than

    their peers. 6e: Adjusted from a Limited Power on a large

     group to a small dened group, with no change in cost, but

     simplifying the bookkeeping.] (Cost: 6 points)

    Gender Bias: Chauvanist: +2 with Male Cast Atharian

     Magic, Side Effects, Side Effect occurs automatically when-

    ever Power is used (Side Effect always occurs whenever the

    character does some specic act, Side Effect does a pre-

    dened amount of damage; -2 to any skill roll with Female

    Cast magic; +0) (4 Active Points); Only for Male Cast Magic

    (-1/2) [Notes: A division among the Seals exists; six of the

    Seals represent masculine energy, and six, feminine energy.

     Long debates exist as to what precisely the division imples,

    but no certainty exists to the deeper meaning. It is known that

     some casters show an inherent proclivity towards one over

    another. A caster with this talent demonstrates a natural bent

    towards masculine magic, although their ability to use femi-

    nine magic suffers because of it.] (Cost: 3 points)

    Gender Bias: Feminist: +2 with Female Cast Atharian Magic,

    Side Effects, Side Effect occurs automatically whenever

     Power is used (Side Effect always occurs whenever the char-

    acter does some specic act, Side Effect does a predened

    amount of damage; -2 to any skill roll with Male Cast magic;

    +0) (4 Active Points); Only for Male Cast Magic (-1/2)

    [Notes: A division among the Seals exists; six of the Seals

    represent masculine energy, and six, feminine energy. Long

    debates exist as to what precisely the division imples, but no

    certainty exists to the deeper meaning. It is known that some

    casters show an inherent proclivity towards one over another.

     A caster with this talent demonstrates a natural bent towards

     feminine magic, although their ability to use masculine magic

     suffers because of it.] (Cost: 3 points)

     Elementalist: Burning Passion: +2 with Fire Element Athar-

    ian Magic, Side Effects, Side Effect occurs automatically

    whenever Power is used (Side Effect always occurs when-

    ever the character does some specic act, Side Effect does

    a predened amount of damage; -2 to any skill roll with Air Element magic; +0) (4 Active Points); Only for Fire Element

    magic (-1/2) [Notes: The signs exist in a well dened balance;

    however, not all casters show the same clear-cut balance

    themselves. Many, in fact, nd that they have a stronger afn-

    ity towards one magic over another. In some cases, for a dif-

     ferent element than the one they were born into entirely. With

    this talent, the caster gains a stronger afnity towards Fire

    magic, but in turn loses some skill with Air magic.]

    (Cost: 3 points)

     Elementalist: Grounded Mind: +2 with Earth Element Athar-

    ian Magic, Side Effects, Side Effect occurs automatically

    whenever Power is used (Side Effect always occurs when-ever the character does some specic act, Side Effect does a

     predened amount of damage; -2 to any skill roll with Water

     Element magic; +0) (4 Active Points); Only for Earth Element

    magic (-1/2) [Notes: The signs exist in a well dened balance;

    however, not all casters show the same clear-cut balance

    themselves. Many, in fact, nd that they have a stronger afn-

    ity towards one magic over another. In some cases, for a dif-

     ferent element than the one they were born into entirely. With

    this talent, the caster gains a stronger afnity towards Earth

    magic, but in turn loses some skill with Water magic.]

    (Cost: 3 points)

     Elementalist: Wind Swept Heart: +2 with Air Element Athar-ian Magic, Side Effects, Side Effect occurs automatically

    whenever Power is used (Side Effect always occurs when-

    ever the character does some specic act, Side Effect does a

     predened amount of damage; -2 to any skill roll with Fire

     Element magic; +0) (4 Active Points); Only for Air Element

    magic (-1/2) [Notes: The signs exist in a well dened balance;

    however, not all casters show the same clear-cut balance

    themselves. Many, in fact, nd that they have a stronger af -

     nity towards one magic over another. In some cases, for a

    different element than the one they were born into entirely.

    With this talent, the caster gains a stronger afnity towards

     Air magic, but in turn loses some skill with Fire magic.]

    (Cost: 3 points)

     Elementalist: Liquid Soul: +2 with Water Element