TEXT: 7th Sea Character Handbook 
   
  by Stephen D'Angelo (dangelo@crystalkeep.com) 
  with additional content from Andy Aiken 
  updated January 8, 2004 
   
  This booklet contains a quick-reference to the rules on Character design for the 7th Sea game. 
   
  Key to Sourcebooks: 
   
  AH  
  = Arrow of Heaven 
  AV  
  = Avalon 
  CA  
  = Castille 
  CE 
  = Crescent Empire 
  CJE 
  = Cathay, Jewel of the East 
  CM  
  = 7th Sea Compendium  
  CN#  
  = Crow's Nest (issue #) 
  CP 
  = Church of the Prophets 
  DK  
  = Die Kreuzritter 
  FR  
  = Freiburg (box set) 
  EN  
  = Eisen 
  ES 
  = Explorer’s Society 
  GM  
  = GM's Guide 
  IC  
  = Invisible College 
  IG 
  = Islands of Gold 
  KM 
  = Knights and Musketeers 
  LF  
  = Lady's Favor (GM's Screen) 
  LV 
  = Los Vagos 
  MO  
  = Montaigne 
  MR 
  = Montaigne Revolution 
  NM#  = NOM (issue #) 
  PG  
  = Player's Guide 
  PN  
  = Pirate Nations 
  RC  
  = Knights of the Rose & Cross 
  RI  
  = Rilasciare 
  SBN 
  = Sidhe Book of Nightmares 
  SD 
  = Sophia's Daughters 
  SF  
  = Scoundrel's Folly 
  SG 
  = Swordsman’s Guild 
  SH 
  = Strongholds and Hideouts 
  US  
  = Ussura 
  VK  
  = Villains Kit 
  VO  
  = Vodacce 
  VV 
  = Vendel / Vesten 
  WEB 
  = 7th Sea Official Website 
  WOB = Waves of Blood 
   
  Overview of Hero Creation 
  A standard hero is created with 100 HP.  This book includes all the choices made on how to spend these points, 
  calculate values, and equip the character.  The approximate order of events is: 
   
  • 
  Choose a nation your character is from. 
  • 
  Determine initial Traits. 
  • 
  Decide if / which Sorcery, Shamanism, or Dracheneisen your character has. 
  • 
  Decide if / which School your character attended. 
  • 
  Decide if / which Arcana your character has. 
  • 
  Purchase Advantages, Backgrounds, and Languages for your character. 
  • 
  Purchase Skills and Knacks for your character. 
  • 
  Determine starting equipment. 
  
   
  2
  Nations of Theah 
  (PG 119) 
  The first choice when making a character is a choice of nationality.  The choice of nation affects what sorcery and 
  combat schools your character can use, and gives bonuses on a trait and some advantages. 
   
   
  Nation 
   
  Equivalent 
   
  Trait Bonus 
  Sorcery or Shamanism 
  Combat 
  Schools 
   
  Special Advantages  
  Avalon 
  Insmore 
  Highlands 
  England 
  Ireland 
  Scotland 
  +1 Resolve 
  Druid (Gesa) 
  Glamour (Legend) 
  Andrews 
  Donovan 
  Finnegan 
  Goodfellow 
  MacDonald 
  Peecke 
  Robertson 
  Cold Climate Conditioning (-1) 
  Elaine's Knights (only) 
  Legendary Trait (-2) 
  MacCodrum Heritage (only) 
  MacEachern Heritage (only) 
  Sidhe Ally (only) 
  Sidhe Blood (only) 
  Sidhe Weapon (only) 
  Unseelie Ally (only) 
  Castille 
  Spain 
  +1 Finesse 
  El Fuego Adentro (Fire) 
  Aldana 
  Gallegos 
  Gustavo 
  Soldano 
  Torres 
  Zepeda 
  Acalde (only) 
  Castillian Education (only) 
  Castillian Squire (-1) 
  Extended Family (only) 
  Roving Don (only) 
  Unversity (-2) 
  Cathay 
  Far East 
  (By 
  kingdom) 
  Han Shu (Physical) 
  Fu (Talisman) 
  (By kingdom) 
  Armor Trained (-2) 
  Cathayan Servant (-1) 
  Small (-1) 
  Steppes Pony (only) 
  Han Hua China 
  +1 Wits 
   
  Hua Shao Ren Te 
  Shan Dian Dao Te 
  Zheng Yi Quan 
   
  Khimal Tibet 
  +1 Resolve 
  Baofong Xue Wudao (Snow) 
  Wu Tsain 
  Cold Climate Conditioning (-1) 
  Koryo Korea 
  +1 Brawn 
  Song Hwang Tung (Tree) 
  Tie Xiong Kung 
  Cold Climate Conditioning (-1) 
  Lanna Thailand 
  +1 Finesse 
  Nha Nong (Plant) 
  Chin Te 
  Ki Kwanji 
   
  Tashil India 
  +1 Wits 
  Tashila (Yoga) 
  Shaktishaalee 
  Ying Sun Wo 
  Warm Climate Conditioning (-1) 
  Tiakhar Malaysia 
  +1 Panache 
   
  Jasni 
  Ying Sun Wo 
  Membership: Tiakhar Volunteer Navy 
  (-1) 
  Warm Climate Conditioning (-1) 
  Xian Bei Mongolia 
  +1 Resolve 
  Youya Chima Ren (Horse) 
  Chima Gongjian 
  Shou 
   
  Crescent Empire 
  Middle 
  East 
  (By clan) 
  (By clan) 
  (By clan) 
  Crescent Servant (-1) 
  Membership (Eyes of the Peacock) 
  (only) 
  Aldiz’ahali  
  +1 Wits 
  Takim’aldiz (Star) 
  Daphan 
   
  Atlar’vahir  
  +1 Resolve 
  Khel’kalb (Horse) 
  Vahiy 
  Khel-kalb (only) 
  Jadur’rihad  
  +1 Panache 
  Sharkici (Chanting) 
  Yael 
   
  Kurta’kir  
  +1 Brawn 
  Duman’kir (Wolf) 
  Marikk 
   
  Ruzgar’hala  
  +1 Finesse 
  Ruzgar’canli (Spirit) 
  Sersemlik 
  Acurate Slinger (-1) 
  Yilan’bazlik  
  +1 Wits 
  Rimal (Sand) 
  Sulimaq (Water) 
  None 
  Membership (Qatihl’i) (-1) 
  Eisen 
  Germany 
  +1 Brawn 
  Zerstorung (Disintegration) 
  Drexel 
  Durchsetzungburg 
  Eisenfaust 
  Gelingen 
  Hopken 
  Loring 
  Posen 
  Steil 
  Unawendbar 
  Academy (-2) 
  Dracheneisen (only) 
  Eisen Bodyguard (-1) 
  Iron Guard (only) 
  Nibelung (only) 
  Rucken (-2) 
  Midnight 
  Archipelago 
  Caribbean 
   
   
   
  Keen Senses (-1) 
  Warm Climate Conditioning (-1) 
  Carlos  
  None 
  Carl Native 
   
   
  Isle of the Red God  
  +1 Brawn 
   
   
   
  Kanuba  
  +1 Brawn 
  Opah (Weapon) 
  Nahgem 
  Accurate Spear Thrower (-1) 
  Small (-1) 
  L’Isle du Bete  
  +1 Brawn 
   
   
   
  Marcina  
  +1 Brawn 
  Erego Medicine (Faith 
  healing) 
   
   
  My’ar’pa  
  +1 Brawn 
   
   
   
  Sange Tara  
  +1 Brawn 
  Taramonde (Voodoo) 
   
   
  Straits of Blood  
  +1 Brawn 
   
   
   
  
   
  3
   
  Nation 
   
  Equivalent 
   
  Trait Bonus 
  Sorcery or Shamanism 
  Combat 
  Schools 
   
  Special Advantages  
  Montaigne 
  France 
  +1 Panache 
  Porte (Doorway) 
  Boucher 
  Gaulle 
  Rois et Reines 
  Tout Pres 
  Valroux 
  Close Family Member (only) 
  Commision (-2) 
  Gentry (only) 
  Montaigne Servant (only) 
  Musketeers (only) 
  Puzzle Sword (only) 
  Ussura 
  Russia 
  +1 Resolve 
  Pyeryem (Shapeshifting) 
  Bogatyr 
  Buslayevich 
  Dobrynya 
  Accurate Archer (-1) 
  Animal Affinity (-1) 
  Cold Climate Conditioning (-1) 
  Pain Tolerance (-1) 
  Stelets (only) 
  Tyomny (only) 
  Toughness (-2) 
  Vendel 
  Vestenmannavnjar 
  Holland 
  Norway 
  +1 Wits 
  Astrologer 
  Laerdom (Rune) 
  Symathetic Healer 
  Halfdansseon 
  Kjemper 
  Larsen 
  Leegstra 
  Rasmussen 
  Siggursdottir 
  Snedig 
  Swanson 
  Urostifter 
  Astrologer (Vendel only) 
  Bearsark (Vesten only) 
  Bodyguard (Vendel -1) 
  Bought Weapon (Vendel only) 
  Cold Climate Conditioning (-1) 
  Drago (Vendel -1) 
  Jarl (Vesten only) 
  Large (Vesten -2) 
  Linguist (Vendel -1) 
  Merchant Patron (Vendel -1) 
  Old Name (Vesten only) 
  Rune Weapon (Vesten only) 
  Sympathetic Healer (Vesten only) 
  Thrall (Vesten only) 
  Vendel League Seat (Vendel -1) 
  Vesten Bought-Man (Vesten -1) 
  Vodacce 
  Italy 
  +1 Wits 
  Sorte (Fate) 
  Ambrogia 
  Bernoulli 
  Cappuntina 
  Lucani 
  Villanova 
  Governor (only) 
  Left-Handed (-2) 
  Lord's Hand (only) 
  Unbound (only) 
  Vodacce Valet (-1) 
  Bryn Bresail 
  Faerie 
  None 
  Glamour (Legend) 
  Fadh-Righ 
  Faileas 
  Special 
  Archipelago characters 
  Each island in the Midnight Archipelago has its own language. Archipelago characters speak their island’s language for 
  free. They cannot start with more non-native languages than their Wits, unless they are Acquaintance or Pidgin 
  versions. 
  Characters from Carlos begin with a 4 point Hunted (secret societies) background for free, if the island is known about, 
  and speak the Thean language for free. The cost to learn another language is 3 HP, plus 2 HP for literacy. 
   
  Sidhe Characters (SBN 34) 
  Sidhe characters begin with 100 HP, a Reputation of 10, all Traits at 2, and the Legendary Trait advantage in all five 
  knacks. They do not get any nationality trait bonus. 
  Sidhe characters cannot begin with any of the following skills, nor can they begin with any knacks which appear in 
  these skills even if they would gain them for free from other skills. This ban only applies to character creation; these 
  skills and knacks can be purchased with XP as normal. 
  • 
  Criminal 
  • 
  Crossbow 
  • 
  Dirty Fighting 
  • 
  Doctor 
  • 
  Firearms 
  • 
  Merchant 
  • 
  Panzerhand 
  • 
  Pugilism 
  • 
  Servant 
  • 
  Streetwise 
  • 
  Wrestling 
  Sidhe characters cannot begin with a Swordsman School which did not originate from Bryn Bresail. They may buy 
  other Schools with XP as normal. 
  Sidhe characters choose one from of each of the following groups of advantages , blessings and curses for free: 
  • 
  Dangerous Beauty, Appearance (stunning) or Unnerving Countenance (hideous); alternatively, the character can take a 10HP discount on 
  Appearance (blessed beauty) or Appearance (intimidating) 
  • 
  Combat Reflexes or Keen Senses 
  
   
  4
  • 
  Large or Small 
  • 
  Immortal 
  • 
  Slow Aging and Immunity to Disease 
  • 
  Smell Glamour 
  • 
  Iron Susceptibility, Iron Vulnerability, Sea Bound or Strange Poison 
  For each additional Sidhe Blessing taken, a Sidhe Curse must be taken. 
  Sidhe characters get a 1HP discount on the Sidhe Weapon advantage, and may start with more than one such weapon, 
  for a total cost of 10HP after the discount. 
  Sidhe can speak all languages for free, but are only literate in Avalon. 
  All Sidhe are full-blooded Glamour mages and start with 7 Sorcery Points as normal. They may buy additional ranks in 
  sorcerous knacks as if they were basic knacks. They may choose more than one knack from the same trait. 
  Sidhe characters may not purchase Arcana. 
  Sidhe characters do not earn DD, and cannot gain them unless given them by another Hero (e.g., by a Virtue). Instead 
  they gain Glamour Dice, which are similar to DD except they cannot be spent to activate or prevent activation of 
  Arcana, and do not turn into XP. You begin with a number of GD equal to your Reputation Dice plus your highest trait, 
  and gain them in the same way human Heroes gain DD. 
  Sidhe do not sleep, but once per 24 hours they must rest in the presence of dream ers. 
  Sidhe do not require food. 
  Normal weapons do -2k2 damage to Sidhe, but cold iron, MacEachern blades, Montaigne puzzle swords, Laerdom 
  enchanted blades and Syrneth weapons damage them normally. Dracheneisen affects Sidhe the same way it affects 
  humans. 
  Fallen Sidhe 
  (SBN 37) 
  As Sidhe, except: 
  • 
  Characters using the Repartee system on a Fallen Sidhe gain a +2k0 bonus. 
  • 
  Fallen Sidhe begin with half-blooded Glamour, and may spend 20HP for full-blooded. 
  • 
  Fallen Sidhe may not take any backgrounds at character creation. 
  • 
  Cold iron and MacEachern weapons do +1k1 damage to Fallen Sidhe. All rolls made while wearing or holding a cold iron item are subject 
  to a -1k1 penalty.  
  Sidhe Blooded (SBN 37) 
  As human, except: 
  • 
  You may take half-blooded Glamour sorcery for 18HP. 
  • 
  You may take the Sidhe Blood advantage. 
  Unforgiven Unseelie 
  (SBN 38) 
  As Sidhe, except: 
  • 
  Begin with a reputation of -10. 
  • 
  Do not get the Immortal blessing for free. 
  • 
  Characters using the Repartee system on an Unforgiven Unseelie gain a +2k0 bonus. 
  • 
  Begin with a 2-point Hunted (Sidhe) background. 
  • 
  Cold iron and MacEachern weapons do +3 damage to Unforgiven Unseelie. All rolls made while within 10ft of a cold iron item are subject 
  to a -1k0 penalty.  
  
   
  5
  Traits 
  (PG 119) 
  A character's traits define how good he or she is at doing things.  Traits are very important in this game, since will 
  almost every die roll you keep a number of dice equal to a trait. 
   
  Trait Name 
  HP Cost 
  XP Cost 
  Basic Description 
  Combat Description 
  Brawn 
  8/pt 
  5*New Rank 
  Strength 
  Wound checks = (B)k(B) 
  Damage = (B+weapon)k(weapon) 
  Finesse 
  8/pt 
  5*New Rank 
  Manual and other dexterity 
  To hit = (F+knack)k(F) 
  Wits 
  8/pt 
  5*New Rank 
  Intelligence and quick thinking 
  To parry = (W+knack)k(W) 
  Resolve 
  8/pt 
  5*New Rank 
  Constitut ion and willpower 
  Crippled = (R) dramatic wounds 
  Knockout = ( 2*R) dramatic wounds 
  Panache 
  8/pt 
  5*New Rank 
  Charisma and personal style 
  # of actions per round = (P) 
   
  Characters start with Rank 1 in all traits, plus their nation bonus (so one trait is at Rank 2).   
  The maximum starting value for a trait is Rank 3 before your nation bonus (Rank 4 after the bonus). 
  The maximum value for a trait during play is normally Rank 5 .  It is possible to get Rank 6 through the use of the 
  Legendary Trait or the Rose and Cross Secret  advantages. 
   
  Hint!  Increase all traits to at least Rank 2 if possible.  Your lowest trait determines your number of 
  drama dice. 
   
  Recommendation!  Keep your traits in line with the rest of the characters in the party.  If your traits are much 
  lower, you will be unhappy.  A good balance to start with is with two traits at Rank 3 .  This 
  means it is common to spend 48 HP on traits!  Also, Finesse and Panache seem to have the 
  most return for the cost if your character is in combat, while Wits can be the most valuable 
  for a non-combatant. 
   
  Sorcery 
  (PG 200) 
  Sorcery is something a character is born with, so it cannot be purchased later.  The actual details on the various kinds of 
  sorcery are given in the Sorcery book.  This is just an overview. 
   
  Level of Sorcery 
  Cost 
  Description 
  Full Blooded 
  40 HP 
  7 Sorcery Points.  Maximum Rank = 5. 
  Half-Blooded 
  20 HP 
  3 Sorcery Points.  Maximum Rank = 3. 
  Twice-Blooded 
  40 HP 
  Half-Blooded in two kinds of Sorcery. 
  Purchasing any kind of sorcery (not shamanism) gives a -5 cost on purchasing the Noble advantage. 
  You may not purchase additional ranks in Sorcery knacks using HP during hero creation, but you may do so during 
  game play using XP. (CM 7) 
  A shaman is not a sorcerer, but does have magical powers.  You cannot have both a Shaman and Sorcery advantage at 
  the same time. 
  
   
  6
  Dracheneisen  
  (PG 160-161, EN 93-95) 
  Characters from the nation of Eisen can purchase Dracheneisen. 
   
  Level of Nobility 
  Cost 
  Description 
  Full Nobility 
  40 HP 
  16 Dracheneisen points. 
  Minor Nobility 
  20 HP 
  6 Dracheneisen points. 
  Petty Nobility 
  10 HP 
  3 Dracheneisen points. 
  Purchasing any kind of Dracheneisen gives a -5 cost on purchasing the Noble advantage. 
  Purchasing any kind of Dracheneisen gives a -5 cost on purchasing the Posen school. 
  The following items can be purchased with Dracheneisen points and the effects of armor are described on the right: 
   
  Item 
  Cost 
  Effect 
   
  Armor  
  Modifier 
  Arm Guard 
  2 
  2 armor points. (may purchase twice) 
   
  1 - 6 
  -1 on attacker's kept dice. 
  Boots 
  2 
  1 armor point. (may purchase twice) 
   
  7 - 12 
  +5 TN.  
  Breastplate 
  6 
  6 armor points. 
   
   
  -1 on attacker's kept dice. 
  Buckler 
  4 
  1k1 buckler.  +1 unkept die with Buckler knacks. 
   
  13 - 18 
  +5 TN.  
  -2 on attacker's kept dice. 
  Gauntlet 
  2 
  2 armor points. 
   
  19 - 24 
  +10 TN. 
  Helmet 
  3 
  3 armor points. 
   
   
  -2 on attacker's kept dice. 
  Leg Guard 
  2 
  2 armor points. (may purchase twice) 
   
   
  Panzerhand 
  6 
  3 armor points.  +1 unkept die with Panzerhand 
  knacks.   (See options below.) 
   
   
  (This TN bonus cannot be 
  negated.) 
  Crossbow 
  4 
  -5 on opponent TN.  +20 yd range. 
   
   
   
  Knife 
  2 
  1k2 knife.  +1 unkept die using Knife knacks. 
   
   
   
  Fencing 
  Weapon 
  3 
  2k2 fencing weapon. +1 unkept die with Fencing 
  knacks. 
   
   
   
  Heavy 
  Weapon 
  4 
  3k2 heavy weapon.  +1 unkept die with Heavy 
  Weapon knacks. 
   
   
   
  Musket 
  7 
  -5 to opponent's TN.  +20 yd on range. 
   
   
   
  Pistol 
  5 
  -5 to opponent's TN. +20 yd on range. 
   
   
   
  Polearm 
  5 
  3k2 polearm.  +1 unkept die with Polearm 
  knacks. 
   
   
   
  Zweihander 
  6 
  3k3 zweihander.  +1 unkept die with Zweihander 
  knacks. 
   
   
   
  Raw 
  Dracheneisen 
  2 
  3 units of Dracheneisen for use with Nibelung 
  advantage. 
   
   
   
  Lock 
  2 
  An unbreakable padlock. 
   
   
   
   
  Here are some modifications that can be purchased for a Dracheneisen panzerhand: 
   
  Modification 
  Cost 
  Description 
  Built-in Pistol 
  5 HP 
  First successful hit also fires pistol for a combined (4+Brawn)k3 damage. 
  Locking Grip 
  3 HP 
  When use Bind or Disarm attack successfully, locks shut until a key and 3 actions are 
  used to unlock it. 
  Mounted Crossbow 
  4 HP 
  Small crossbow that does 1k3 damage. 
  Spikes 
  2 HP 
  Damage of hand is 2k2 instead of 2k1. 
  Weighted Knuckles 
  1 HP 
  Damage of hand is 2k2 instead of 2k1, but hand is fused into a fist formation. 
  
   
  7
  Combat Schools 
  Combat schools provide your character with expert training in a combat (usually a weapon such as a sword). 
   
   
  Cost 
  Modifiers 
  HP Cost to Apprentice 
  25 HP 
  +10 HP if from a different nation. 
  XP Cost to Apprentice 
  50 XP 
  +30 XP if from a different nation. 
  -10 XP if you already have the apprentice ability. 
    -5 XP for each school knack you already have. 
  You must already have the skills required by the school. (CM 6) 
  XP Cost to be an Initiate 
  20 XP 
  +30 XP if from a different nation. 
  An apprentice has full access to the school’s abilities.  An initiate has rank 1 in each knack, but does not have the 
  apprentice ability.  To advance to apprentice level, pay the difference in XP cost. 
  Grand Mastery 
  Characters that master two combat schools may achieve Grand Mastery and thereby use both schools at once. 
   
   
  Cost 
  Modifiers 
  Grand Mastery of Two Schools 
  80 XP 
  +10 XP for each sword knack (other than Exploit Weakness) they 
  don’t have in common. 
  -20 XP if one school explicitly gives a discount to the other. 
  Grand Mastery of Three Schools 
  75 XP 
  Must have Grand Mastery of each two-school combination (all 3 of 
  them) as a pre-requisite. 
  Grand Mastery of Four Schools 
  150 XP 
  Must have Grand Mastery of each two-school combination (all 6 of 
  them) as a pre-requisite. 
  
   
  8
  Arcana 
  (PG 127 + PG 169) 
  An arcana is a guiding force behind your character's personality.  An arcana can only be chosen at the time a character 
  is being created. 
  A positive arcana is called a Virtue and costs 10 HP.  A negative arcana is called a Hubris and gives you 10 HP. 
   
  Virtue 
  Game effect if activated using a Drama Die 
  Adaptable 
  Cancel effects of Surprise on self. 
  Altruistic 
  Reroll a failed test you attempted for helping someone else.  Only once per test. 
  Comforting 
  Cancel effects of one level of Fear on party until end of Scene. 
  Commanding 
  Gain a Fear Rating of 1 for one Scene. 
  Courageous 
  Reflect the effects of Fear back from yourself to one of your opponents. 
  Creative 
  Get a hint/idea from the GM.  Intended for beginner players. 
  Exemplary 
  Allow the rest of your group to use one of your Knack Ranks in a shared activity. 
  Focused 
  Transfer one Rank from one Trait to another for duration of Scene.  Once per Scene. 
  Fortunate 
  Reroll any failed test whose TN is 20 or less.  Once per test. 
  Friendly  
  Gain a Connection at some point within Scene. (Cost 2 Drama Dice) 
  Insightful 
  Determine which Arcana another Hero or NPC possesses. 
  Inspirational 
  +1 kept die to any other Hero’s action. 
  Intuitive 
  Get a hint/information from the GM.  (Activation is 1 XP.  Activated only by GM.  Get +2 XP per 
  adventure) 
  Passionate 
  Double the number of kept dice for any one Action when saving life of loved one or friend. 
  Perceptive 
  Automatically succeed any Perception check 
  Perspicacious 
  Predict what a Villain or Henchmen’s next Action will be. 
  Propitious 
  Lucky escape from current Scene.  Affects whole party.  Permanently reduces Drama by one. 
  Self-
  controlled 
  Cause any use of Repartee system against you to automatically fail. 
  Uncanny 
  Receive warning just before the next time your GM springs an awful surprise on you. 
  Victorious 
  Automatically score a Dramatic Wound.  Use after hitting, but prior to Damage roll. 
  Willful 
  Prevent NPC’s from using Drama dice when they are facing use in combat until end of Scene. 
  Worldly 
  You have one Rank in any Knack you do not have a Rank in until end of Scene. 
   
  Hubris 
  Game effect if activated by the GM using a Drama Die 
  Ambitious 
  You chase after power even if it’s risky. 
  Arrogant 
  You show contempt or disdain for someone else. 
  Cowardly 
  You avoid or escape from doing something dangerous. 
  Envious 
  You covet something belonging to someone else and should attempt to get it. 
  Greedy 
  You try to get as much money as possible when divvying up loot, getting a bribe, etc. 
  Hedonistic 
  You relax your guard and have a good time. 
  Hot-headed 
  You fly off the handle and lose your temper. 
  Inattentive 
  You fail a Perception check, or get a –2 dice penalty to a Surprise check. 
  Indecisive 
  Discard an Action die from Initiative Pool during a time-sensitive moment. 
  Judgmental 
  You jump to conclusions and form an unsubstantiated opinion of someone you’ve just met. 
  Lecherous 
  You give in to temptation. 
  Loyal 
  You go back for a fallen comrade, or avoid leaving their side in the first place. 
  Misfortunate 
  Reroll a successful test whose TN was 25 or higher.  Cannot be used more than once per test. 
  Overconfident  
  You don’t have any doubts about your capabilities. 
  Overzealous 
  You strongly defend one or your opinions, no matter how inappropriate the time and place. 
  Proud 
  You refuse an offer of aid. 
  Rash 
  You investigate something unusual even if it looks dangerous. 
  Reckless 
  You ignore any nagging feelings of worry  or hesitation when confronted with danger. 
  Righteous 
  You don’t have any doubts about the moral justifiability of your actions. 
  Star-crossed 
  You are shot with Cupid’s arrow…again. 
  Stubborn 
  You are prevented from changing your mind. 
  Trusting 
  You lose any doubts about another person. 
  
   
  9
  Advantages 
  Advantages are physical, mental, or social aspects of your character.  
  Advantages can normally only be purchased at the time your character is created.  If you can work out with your GM a 
  reason why your character would acquire the advantage during game play, it would normally cost XP equal to 3 times 
  the HP cost, but the GM may alter this cost or deny access to the advantage. 
  Advantages that Affect HP expenditure 
  Advantage 
   
  HP Cost 
  Description 
  Academy 
  PG 158 
  4 HP 
  Costs 2 HP if Eisen . 
  Martial skills cost 1 HP (instead of 2 HP) each when first making the character. 
  Castillian Education 
  PG 158 
  10 HP 
  Castille only. 
  Civil advanced knacks for 1 HP (instead of 3 HP) per rank when first making the 
  character.  You can speak and read/write the Thean language. 
  (Gives a -5 to the cost of the Noble advantage.) 
  Linguist 
  PG 163 
  2 HP 
  Costs 1 HP if Vendel. 
  All languages cost 1 HP less (or 3 XP less) to purchase with a minimum of 1 HP (or 
  3 XP) unless it starts at a cost of 0.  
  University 
  PG 166 
  4 HP 
  Costs 2 HP if Castille.  
  Civil skills cost 1 HP (instead of 2 HP) each when first making the character. 
  Knowledge Advantages ("what you know") 
  Advantage 
   
  HP Cost 
  Description 
  Accurate Archer 
  US 100 
  3 HP 
  Costs 2 HP if Ussuran. 
  You get +5 on all attacks made with a bow. 
  Accurate Slinger 
  CE 81 
  3 HP 
  Costs 2 HP if Crescent (Ruzgar’hala). 
  You get +5 on all attacks made with a sling. 
  Accurate Spear Thrower 
  IG 79 
  3 HP 
  Costs 2 HP if Kanu. 
  You get +5 to Throw (S pear). 
  Ajedrez Master 
  CE 81 
  1 HP 
  You receive +5 on Gaming and Cheating rolls made when playing the game ajedrez. 
  Alchemist 
  IC 82 
  10 HP 
  You are studying alchemy.  
  The maximum value of one of your traits increases from 5 to 6. 
  Animal Affinity 
  US 100 
  2 HP 
  Costs 1 HP if Ussuran. 
  You get +5 on Animal Training rolls. 
  Architectural Awareness 
  SH 95 
  1 HP 
  +1k0 for noticing concealed doors. 
  Area Knowledge 
  LV 82 
  3 HP 
  You know an area very well.  You get an extra unkept die on Ambush checks while 
  in that area.  You also get +5 on Chase rolls made in that area. 
  Armor Trained 
  CJE 66 
  6 HP 
  4 HP if Cathay and has an Army Commission. 
  Armour penalties are reduced (see table on CJE 84). 
  Barterer 
  US 100 
  1 HP 
  You get +5 on Haggling rolls. 
  Debater 
  RI 86 
  2 HP 
  +5 on Oratory rolls for contested social rolls or verbal arguments. 
  Faith 
  PG 161 
  5 HP 
  You're not sure what this does.  Have faith! 
  Island Hideaway 
  WOB 
  103 
  2-3 HP 
  You know an island that does not appear on anyone else's charts.  If you spend 3 
  HP, then it has a reef you know but others make a Wits+Pilot TN 30 to get through. 
  MacEachern Heritage 
  AV 91 
  10 HP 
  Avalon only. 
  As a member of the MacEacheron family, you know how to kill Sidhe… but they 
  want you dead. 
  Nibelung 
  EN 98 
  20 HP 
  Eisen only.  
  You know how to forge and how to destroy Dracheneisen and have much power in 
  Eisen.  You begin with a 3k2 hammer. 
  Night Trained 
  MO 85 
  4 HP 
  Lose only 1 kept die (instead of 2) in dim light.  Lose only 2 kept die (instead of 4) 
  in total darkness. 
  Pirate Trick 
  PN 96 
  3 HP 
  Learn one Pirate Trick (see PN 94-95 for details). 
  Showmanship 
  US 102 
  5 HP 
  3 HP if Fhideli 
  You have great timing and an ability to work crowds.  Any action done in front of 
  an audience that would earn a reputation point, earns an additional point.  If a 
  repartee roll succeeds, the success acts as if you had an additional Raise. 
  Spark of Genius 
  IC 85 
  2 HP 
  You have an intuitive understanding of a given field and get +5 on rolls with that 
  knack.  Choose a knack with a mental or scholarly aspect, such Accounting, 
  Astronomy, Singing, or Tactics. 
  Specialty 
  CM 25 
  1-3 HP 
  Gain rank 1 in a knack not in any skill you have.  1 HP for a basic knack.  3 HP for 
  an advanced knack. (May be purchased up to 3 times.) 
   
  
   
  10 
  Physical Advantages ("what you are") 
  Advantage 
   
  HP Cost 
  Description 
  Able Drinker 
  PG 158 
  1 HP 
  Drinking liquor never affects your die rolls. 
  Age and Wisdom 
  IC 82 
  1-2 HP 
  For 1 HP, your character starts as middle aged, 26 to 40 (-1 for kept dice on physical 
  knacks, +1 on kept dice for mental knacks). 
  For 2 HP, your character starts as old, 41 to 55 (-2 for kept dice on physical knacks, 
  +1 on kept dice for mental knacks). 
  Appearance: Above Average 
  PG 158 
  5 HP 
  +1 unkept die on social rolls. 
  Appearance: Stunning 
  PG 158 
  10 HP 
  +2 unkept dice on social rolls. 
  Appearance: Intimidating 
  SD 87 
  15 HP 
  +3 unkept dice on social rolls. 
  Appearance: Blessed Beauty 
  SD 87 
  20 HP 
  +4 unkept dice on social rolls. 
  Bearsark 
  VV 98 
  15 HP 
  Vesten only. 
  You are immune to fear at all times.  Prior to a battle, you may spend a drama die to 
  go berserk.  You enter a mindless rage that will not stop until all enemies are down.  
  The rest applies while you are berserk… You froth at the mouth.  You feel no pain 
  and are immune to the effects of being Crippled (although you can still be knocked 
  out or killed).  Your Wits is reduced to 0.  You gain +5 on all Brawn rolls (includes 
  wound checks and damage rolls).  You increase your Fear Rating to 1/3 your 
  Panache (round up).  It takes a Wits check of TN 5 (remember that Wits is 0) to 
  identify friend from foe in combat.  You age a week for every round of combat you 
  are berserk.  
  Brilliant 
  IC 83 
  3 HP 
  You get +1 unkept dice on Conception Checks (as per the Invention rules). 
  Cold Climate Conditioning 
  US 100 
  2 HP 
  Costs 1 HP if Ussuran, Highlander, Vendel / Vesten, Khimal or Koryo. 
  You take 1 less unkept die of wounds due to cold weather, but you take 1 extra 
  unkept die of wounds due to hot weather.  
  Combat Reflexes 
  PG 159 
  3 HP 
  May re-roll one initiative die each combat round.  
  Dangerous Beauty 
  PG 160 
  3 HP 
  +2 unkept dice on seduction rolls. 
  Double Jointed 
  CJE 67 
  1 HP 
  Immune to damage from Joint Lock on your fingers, and you get two Free Raises to 
  escape from such a Joint Lock. 
  Free Raise to Wound Check if you are disarmed when using a sword with fencing 
  ring grips. 
  Eagle Eyes 
  PN 95 
  2 HP 
  +10 on perception checks at a distance. 
  Firm Grip 
  SG 98 
  2 HP 
  You receive +5 on rolls involving your Brawn when determining if you can hold 
  onto something.  This does include grapple, bind, and resisting a disarm. 
  Guardian Angel 
  CP 88 
  4 HP 
  Someone is looking out for you.  You may spend a drama die to force an opponent 
  to re-roll a successful attack on you or to re-roll an active defense against a trap or 
  other hazard. 
  Guardian Family 
  KM 67 
  2 HP 
  Vodacce only. 
  You have a resistance to Sorte magic. The TN of any Sorte effect used against you is 
  increased by 5.  
  Handy 
  IC 83 
  3 HP 
  You can make things well.  You get +5 on Construction Checks (as per the 
  Invention rules). 
  Keen Senses 
  PG 162 
  2 HP 
  Costs 1 HP for Archipelago characters. 
  +1 unkept die for skill checks involving your senses. 
  Indomitable Will 
  PG 161 
  3 HP 
  Costs 1 HP if Rose and Cross. 
  +2 unkept dice on contested social rolls. 
  Large 
  PG 162 
  5 HP 
  Costs 3 HP if Vesten. 
  +1 unkept die on damage and Intimidation rolls. 
  (You cannot also get the Small advantage.) 
  Left-Handed 
  PG 162 
  3 HP 
  Costs 1 HP if Vodacce. 
  +1 unkept die on attack rolls with left hand.  Your right hand is your off-hand. 
  Legendary Trait 
  PG 163 
  3 HP 
  Costs 1 HP if Avalon. 
  You may raise one trait of your choice to 6 by spending experience.  (You can only 
  get this for one trait.) 
  Lightning Reflexes 
  SG 92 
  4 GP 
  When you use an interrupt action to make an Active Defense, it costs you one less 
  action die (minimum 1). 
  Man of Will 
  EN 96 
  25 HP 
  You are immune to mind-altering magic (sorte, runes, sidhe, etc.), effects of the 
  repartee system, and the effects of fear.  You do not take penalties when Crippled.  
  You may not take a Hubris, but you may take a virtue at a cost of 5 HP.  (A 
  character with any sort of magical ability cannot take this.) 
  Miracle Worker 
  CA 103 
  CP 88 
  5-15 HP 
  For each 5 HP, get 1 Miracle die per story.  At end of story, get 2 XP for each 
  unspent die.  GM spends the dice to give benefits to the character.  Examples of 
  benefits are on CA 103 -104. 
  Odd Sleeping Habits 
  IC 83 
  1 HP 
  You can sleep at odd times and get by with less sleep.  You get +5 on Research 
  knack rolls. 
  Natural Aptitude 
  CJE 70 
  6-10 HP 
  6 HP for basic knack 
  7 HP for advanced knack 
  10 HP for sorcerous knack 
  Choose one knack; no untrained penalty, and can declare raises after rolling. 
  This advantage can only be taken once. 
   Pain Tolerance 
  US 102 
  4 HP 
  Costs 3 HP if Ussuran. 
  You can take an additional dramatic wound before becoming crippled.  This does 
  not change the number of wounds necessary to make you unconscious.  You also get 
  +5 on rolls to resist interrogation based on torture. 
  
   
  11 
  Advantage 
   
  HP Cost 
  Description 
  Poison Immunity 
  VO 98 
  SD 87 
  1 HP 
  You may ignore all effects of a single type of poison.  You may purchase this 
  advantage as many times as you like for different poison types. 
  Righteous Wrath 
  CP 95 
  5 HP 
  You must also have the Inquisition advantage. 
  You cannot also have the Miracle Worker advantage. 
  Each story you receive 2 miracle dice.  These dice can be spent as follows (cannot 
  use any except Vanishing Act on someone with Faith advantage): 
  Silver Tongue = +2 kept dice on one social roll. 
  Gaze into the Abyss = Make a contested resolve check and you get +10.  You gain a 
  fear rating against that person of 1 for every 5 you won the check by. 
  Fanatic Strength = +3 Brawn for one action. 
  Piercing the Veil = You automatically detect a lie. 
  Untapped Reserves = When you have no drama dice you can spend a miracle die to 
  get 2 drama dice. 
  Vanishing Act = With a distraction can disappear without a trace. 
  Sensitive Bones 
  US 102 
  2 HP 
  You get +1 kept die on Weather rolls. 
  Sidhe Blood 
  AV 91 
  SD 87 
  SBN 38 
  1-8 HP 
  Avalon or Sophia's Daughters only. 
  See below for possible advantages. 
  Small 
  PG 165 
  2 HP 
  Costs 1 HP if Cathayan or Kanu. 
  +1 unkept die on Stealth and Shadowing rolls. 
  -1 die on first damage roll each combat. 
  (You cannot also get the Large advantage.) 
  Toughness 
  PG 166 
  CM 6 
  5 HP 
  Costs 3 HP if Ussuran. 
  +1 kept die on wound checks. 
  Unbound 
  VO 99 
  15 HP 
  Male Vodacce only. 
  All fate strands attached to you are court cards, so Fate Witches cannot affect you.  
  You have a Fear Rating of 2 when facing Fate Witches. 
  Undead 
  WOB 
  103 
  15 HP 
  Villains and Henchmen only.  
  Get Unnerving Countenance(Ugly) free.  The Brawn result on your Wounds checks 
  are multiplied by 2.  Immune to exhaustion and poison.  Successful attacks on you 
  by someone with Faith causes an automatic dramatic wound.  
  +2 HP = Bloated.  When you take dramatic wound, others in melee range make 
  Resolve roll TN 20 or lose next action die. 
  +1 HP = Claws and Fangs.  Do 1k2 barehanded damage.  
  +3 HP = Demon Eyes.  +1 Fear Rating. 
  +1 HP = Emaciated.  Same as Small advantage. 
  +1 HP = Headless.  Cannot taste, smell, or talk.  +5 on wound checks. 
  +1 HP = Missing Limbs.  -10 on rolls using that limb.  Can attach a limb for 
  duration of an act, giving +2 Fear Rating.  
  +2 HP = Revolting.  Unnerving Countenance(Hideous) for free.  Can spend one 
  action each turn to get a +1 Fear Rating that turn.  
  +2 HP = Skeletal.  +10 to passive defense.  All damage done to you is doubled.  
  Unnerving Countenance: 
  Below Average 
  SD 89 
  2 HP 
  -1 unkept die on all social rolls except those that benefit from looking unpleasant (in 
  which case it is +1k1 instead).  
  Unnerving Countenance: 
  Ugly 
  SD 90 
  4 HP 
  -2 unkept die on all social rolls except those that benefit from looking unpleasant (in 
  which case it is +2k2 instead).  
  Unnerving Countenance: 
  Hideous 
  SD 90 
  6 HP 
  -3 unkept die on all social rolls except those that benefit from looking unpleasant (in 
  which case it is +3k3 instead).  You may spend an action to get a +1 Fear Rating 
  (does not compound if you do this again).  
  (You cannot also take an Appearance advantage.) 
  Warm Climate Conditioning 
  CE 90 
  2 HP 
  Costs 1 HP if Archipelago, Crescent, Tashil, Tiakhar. 
  You take 1 less unkept die of wounds due to warm weather, but you take 1 extra 
  unkept die of wounds due to cold weather. 
  Zodiac Sign  
  CE 90 
  2 HP 
  Crescent only. 
  Your destiny is guided by your sign. 
  March 20 – April 20 = +1 on Vendel/Vesten investment rolls.  -1 drama die per 
  story.  +5 on TN of attempts to distract you. 
  April 21 – May 21 = +1 on TN of attempts to taunt you.  -5 on TN of attempts to 
  charm you. 
  May 22 – June 22 = -2 cost on Faith advantage.  +5 on TN to intimidate you.  You 
  must always declare a raise for extra damage when attacking. 
  June 23 – July 24 = You complete lengthy tasks in 3/4 time.  -5 on TN to taunt you. 
  July 25 – August 25 = +5 on attempts to intimidate others. 
  August 26 – September 26 = Once per scene you may roll any number of drama 
  dice.  Odd dice are lost.  Even dice grant you an extra drama die. 
  September 27 – October 26 = Free Commander skill.  The Leadership knack is basic 
  for you.  
  October 27 – November 26 = You age slower (33=Middle, 55=Old, 70+2k2=Die).  
  November 27 – December 26 = When crippled, up to one die per roll explodes 
  normally. 
  December 27 – January 20 = +5 on attempts to charm others. 
  January 21 – February 20 = +1 experience and -1 reputation at the end of each story. 
  February 21 – March 19 = +5 on TN to taunt you or others with you.  -5 on TN to 
  intimidate you.  
   
  
   
  12 
  Career Advantages ("what you do") 
  Advantage 
   
  HP Cost 
  Description 
  Acalde 
  CA 103 
  4 HP 
  Castille only. 
  Member of Castillian police force (like a sheriff).  
  Church Guard 
  CP 88 
  2 HP 
  To take this advantage, you must have Wits 2+, Resolve 2+, membership in either 
  the Rossini or Swords of Solomon schools, Wrestling skill, rank 3 or better in each 
  of Attack and Parry for your school's weapon, and at least a 2 point vow background 
  for an oath to defend the church. 
  All your needs are taken care of.  You can claim sanctuary in any church. 
  Cloistered 
  CP 87 
  4 HP 
  You may not also have the Ordained advantage.  
  You grew up in a monastery or nunnery.   You took a vow to abstain from one of the 
  7 deadly sins (typically poverty, chastity, and humility). 
  You get Monk skill for free.  You get +10 on rolls to resist breaking your vow.  You 
  no extra income but you start with 30g. 
  Commission 
  Corporal / Sailor 
  Sergeant / Mate 
  Lieutenant / Petty Officer 
  Captain / Lieutenant 
  PG 132 
  PG 159 
  WOB 
  102 
   
  2 HP 
  4 HP 
  6 HP 
  8 HP 
  -2 HP to cost for Montaigne (minimum of 1 HP). 
  Military members have allies in the military, are well equipped, and have influence 
  in their country.  Navy members have a revenue stream of: 10g/month (2 HP), 
  25g/month (4 HP), 60g/month (6 HP), 90g/month (8HP).   Army members have a 
  revenue stream of: 8/month (2 HP), 20g/month (4 HP), 50g/m onth (6 HP), 
  75g/month (8HP). 
  For +1 HP, you can get a special commission in Castillian Navy (get Sailor skill 
  free), Crescent Corsairs (welcome in Crescent), Mercenary Company, Merchant 
  Marine (Merchant Guild membership), Montaigne Navy (get Courtier skill free), 
  Sea Dogs (+5 on repartee actions in Avalon), Vodacce (Spy skill free). 
  Elaine's Knight 
  AV 91 
  4 HP 
  Avalon only. 
  All needs are taken care of by the Queen and your fellow Knights are allies.  See 
  AV 97-98 for details. 
  Fencing Academy 
  SG 92 
  1-20 HP 
  Swordsman’s Guild member cost is at -1 (minimum 1).  
  You run a combat training academy.  See SG 92-93 for details. 
  Gentry 
  MO 83 
  8 HP 
  Montaigne only.  Costs 4 HP if have Sorcery. 
  You are an unlanded noble.  You start the game with 10,000g, but you have no 
  income.  You get +5 on Mooch knack rolls. 
  Governor 
  VO 97 
  6 HP 
  Vodcacce only.  
  You control a portion of the Vodacce mainland.  You start the game with 1,000g and 
  have a 50g/month income.  You may attempt to embezzle with Wits+Accounting 
  against a TN of 5 + 5 per 50g embezzled.  
  Inquisition 
  CP 94 
  2 HP 
  GM permission only. 
  You are a member of the inquisition.  You receive 100g/month. 
  Iron Guard 
  EN 96 
  4 HP 
  Eisen only.  
  You are a member of an Eisenfurst's Iron Guard.  Your needs are taken care of and 
  you are paid 20g/month.  See EN 96-98 for requirements and other details. 
  Jarl 
  VV 99 
  8 HP 
  Vesten only.  You cannot also take the Thrall advantage. 
  You are an unlanded, untitled member of the warrior caste.  You hold a rank similar 
  to a lieutenant.  You start the game with 500 g and have a monthly income of 100 g. 
  Lord's Hand 
  VO 98 
  4 HP 
  Vodcacce only.  Requires Wits=3+, Panache=3+, at least 3 martial skills, and at 
  least 10 HP spent on Courtier knacks. 
  You work for a Prince and perform actions in his name.  All needs are taken care of 
  by the Prince. 
  Membership: Tiakhar 
  Volunteer Navy 
  CJE 70 
  4 HP 
  Costs 3 HP if Tiakhar. 
  You know all the codes the pirates use. 
  If you encounter a Tiakhar pirate, roll 1d10: 
  1-2: You were in a fight with him once 
  3-4: You have never heard of him 
  5-6: You have seen him before, but not spoken to him  
  7-8: You served with him once, and got along OK 
  9-10: You served with him many times, and are friendly 
  Merchant Guild 
  PG 132 
  PG 164 
  4 HP 
  You are a Journeyman (above apprentice) with your own shop and revenue (of 
  professional rank in dice keep 2 each month).  You can join multiple guilds, but you 
  gain income from only one each month. 
  Merchant Patron 
  VV 99 
  1-5 HP 
  Costs 1 less if Vendel. 
  You are part owner in a merchant enterprise.  You put money in regularly and earn 
  profits.  You earn 5g/month (1 HP), 10g/month (2 HP), 20g/month (3HP), 
  32g/month (4 HP), 40g/month (5HP).  
  Musketeers 
  PG 164 
  4 HP 
  Montaigne only. 
  All needs are taken care of by the Empereur. Your fellow musketeers are allies. 
  Noble 
  PG 132 
  PG 164 
  10 HP 
  Costs 5 HP if  have Sorcery, Dracheneisen, or Castillian Education. 
  Your family is not only of noble blood, but is in good standing.  You have a manor 
  house, one seneschal, 10 staff, and small population of serfs.  You have a revenue of 
  500g/month. 
  Ordained 
  PG 132 
  PG 164 
  4 HP 
  You are a priest in the Church of the Prophets.  
  You get the Scholar skill for free.  You get +5 on social rolls with adherents to your 
  faith.  You have a revenue of 30g/month. 
  Patron 
  PG 132 
  PG 165 
  2 - 8 HP 
  You have a patron who provides you a revenue stream of: 10g/month (2 HP), 
  20g/month (3 HP), 40g/month (4 HP), 80g/month (6 HP), or 160g/month (8 HP). 
  Patron Saint 
  CP 89 
  3 HP 
  As long as you properly honor a specific saint, you gain the benefits that saint 
  grants.  See the table on CP 90 for sample saints. 
  
   
  13 
  Advantage 
   
  HP Cost 
  Description 
  Roving Don 
  CA 104 
  6 HP 
  Castille only. 
  Take this instead of Noble.  You start with 6,000 g, but have no monthly income and 
  spend 50 g/week to maintain your lifestyle.  You become a full noble if your lands 
  are reclaimed. 
  Stelets 
  US 101 
  4 HP 
  Ussura only. 
  You are one of the Gaisus' elite guards.  You must have Brawn 3+, Resolve 3+, 
  Survival knack 2+, at least 3 martial skills, and 10+ HP spent on Hunter knacks.  
  Your needs are taken care of and you have a 20g/month income. 
  Tenure 
  IC 85 
  2 HP 
  You have a permanent position at a university.  You get 15g/month even when on 
  sabbatical.  Choose a university.  Some are listed on IC 85. 
  Thrall 
  VV 100 
  1 HP 
  Vesten only.  You cannot also take the Jarl advantage. 
  You are a free man of the Thrall class.  You gain the Servant skill for free and start 
  the game with 5 g. 
  Tyomny 
  US 101 
  2 HP 
  You are one of the Ussuran province of Somojez's Dark Guards and your role is to 
  protect the province and the orthodox church.  You must have Wits 2+, Resolve 2+, 
  Ordained advantage, Attack(Fencing) 3+, Parry(Fencing) 3+.  Your needs are taken 
  care of. 
  Yenicer’i 
  CE 81 
  3-9 HP 
  Crescent only. 
  The cost of this advantage is one higher than the equivalent Commission advantage 
  for the same rank.  You have rank in the Suldan’s personal bodyguard.  In addition 
  to rank, you gain one free martial skill. 
  Social Group Advantages ("who you know") 
  Advantage 
   
  HP Cost 
  Description 
  Close Family Member 
  MO 83 
  1-10 HP 
  Montaigne only. 
  You can call on a close family member once every 3 months for assistance.  Scholar 
  (1 HP), Priest / Sorcerer (2 HP), 
  Courtier / Skilled / Society Member / Merchant (3 HP),  
  Duelist (4 HP), Commander (5 HP), Head of Family (10 HP). 
  (This advantage can be purchased up to 3 times, each for a different person.)  
  Connection 
  PG 159 
  1-3 HP 
  You may have a number of connections equal to your Panache. 
  Informant (1 HP) = A person who will help if paid. 
  Confidant (2 HP) = A person you trust, but would not risk their life for you.  
  Ally (3 HP) = A close friend who would walk through fire for you. 
  You may also purchase these for 2 XP per HP. 
  For +2 HP, the connection owes you a favor or money. 
  Cymbr Connection 
  VO 97 
  3 HP 
  You have earned the trust and friendship of the wandering Cymbr people (in 
  Vodacce).  You know the locations they can be located at and the signs used to 
  communicate. 
  Extended Family 
  CA 103 
  5 HP 
  Castille only. 
  You have family spread around.  Roll less than target number on 1 die to find a 
  relative nearby.  If fail, must travel 100 miles before trying again. 
  10=Home Castillian province, 9=Other Castillian province, 8=Vodacce, 7=Eisen 
  Vaticine province, 6=Eisen Objectionist province, 5=Avalon, 4=Vendel/Vesten, 
  3=Montaigne, 2=Crescent Empire, 1=Ussura.  
  Eyes of the Peacock 
  CE 86 
  4 HP 
  Crescent only. 
  You are a member of the sultan’s spy network. 
  Fhideli Connection 
  US 100 
  3-5 HP 
  You have spent time in Ussura and were adopted by the Fhideli.  The points spent 
  equate to the trust level: 3=A trusted friend, 4= Adopted into a family and learned 
  Fhideli ways, 5= Adopted into a family and learned the deep secrets. 
  Friend at Court 
  MO 83 
  1-3 HP 
  Works like a Connection, but gives 3 "like" or "usefulness" points in court per HP 
  spent.  (This advantage can be purchased up to 3 times, each for a different person.) 
  Qatihl’i Membership 
  CE 86 
  5 HP 
  Crescent NPC only. 
  Cost is 4 HP for Yilan-bazlik.  
  You are a member of the assassin cult Qatihl’i.  The sorcery Ad’a is available to 
  you.  You receive -10 reputation. 
  Razors 
  SG 92 
  5 HP 
  You must be a master of at least one sanctioned sword school and be in good 
  standing with the Swordsman’s Guild to buy this.  Your cost to purchase Exploit 
  Weakness(School) knacks is at -1 XP per rank (cumulative with other bonuses). 
  Rose and Cross Patron 
  RC 28 
  RC 76 
  0 HP 
  Costs 5,000g/year for patron status and the protection that comes with it.  As a 
  patron, the Rose and Cross will protect you, but you must aid them as well. 
  Secret Society Membership 
  Die Kreuzritter 
  Explorer's Society 
  Invisible College 
  Los Vagos 
  Rilasciare 
  Rose and Cross 
  Sophia's Daughters 
  Vendel League 
  Lung Yin (Shadow of a Dragon) 
  Jing Chiang Tuan (Golden Coin 
  Society) 
  Haathi ke Lokh (Elephant People) 
  Hei Jing Hu (Black Metal Tigers) 
  PG 164 
  CJE 68 
  5 HP 
  You can only join one secret society! 
  Die Kreuzritter: PG 84, GM 127-128, VK 4 
  Explorers: PG 84, GM 126 -127, LF 46 -64, SF 52-63, AH 54-63, VK 4 
  Invisible College: PG 81-82, VK 4, IC 1-128 
  Los Vagos: GM 126, CM 21, LV 1-128, VK 5 
  Rilasciare: PG 83-84, GM 128-129, VK 5 
  Rose and Cross: PG 82 -83, GM 127, RC 1-128, VK 4 
  Sophia's Daughters: CN0 3, CM 21, VK 5 
  Vendel League: CN0 3, VK 5 
  Lung Yin (Shadow of a Dragon): CJE 68 
  Jing Chi ang Tuan (Golden Coin Society): CJE 68 
  Haathi ke Lokh (Elephant People): CJE 68 
  Hei Jing Hu (Black Metal Tigers): CJE 68 
  Sidhe Ally 
  AV 91 
  2 HP 
  You have an ally in the Sidhe court.  You can count on him, but he'll count on you 
  and his troubles can be bigger.  
  
   
  14 
  Advantage 
   
  HP Cost 
  Description 
  Social Club 
  MO 86 
  3 HP 
  Member of a special social club. 
  Venerable Order of Esteemed Gentlemen 
   
  VOEG (MO 86) = Wealthy people who gamble a lot.  Minimum income of 200g/month 
  and savings of 10,000g. 
  Mode du Lac 
   
   
  Mode du Lac (MO 86) = Fashion dictatorship of Montaigne.  Minimum 3 Panache, 3 
  Fashion, 100g/month income or 5,000g savings.  +10 on Fashion rolls. 
  Swordsman Guild 
  PG 164 
  3 HP 
  Free to many members of a Swordsman school. 
  You can legally challenge someone to a duel.   
  You have rank 0 in all Exploit Weakness(School) knacks, and you can improve your 
  rank.  The cost to increase these knacks is -1 XP per rank if the school is sanctioned. 
  Unseelie Ally 
  SBN  
  2 HP 
  Avalon only. 
  You have gained a favour from an Unseelie Sidhe. 
  You have one fewer reputation dice when dealing with the Seelie. 
  Social Advantages 
  Advantage 
   
  HP Cost 
  Description 
  Citation 
  PG 159 
  4 HP 
  +10 reputation points. 
  (You cannot also get the Scoundrel advantage.) 
  Evil Reputation 
  PN 95 
  13 HP 
  For villains only. 
  Once per scene, may spend 1 drama die for a +2 Fear Rating until end of scene, or 
  for -20 reputation until end of scene. 
  Foul Weather Jack 
  PG 161 
  5 HP 
  One free 4 HP background.  If it is resolved, you get another one for free. 
  Gesa 
  AV 94 
  3-6 HP 
  You are under the effect of a lesser (3 HP) or greater (6 HP) Gesa, that gives an +1 
  XP per story as long as you follow the requirement.  See AV 98-100. 
  Home Neighborhood 
  FR 93 
  2 HP 
  You have a home neighborhood in a specific city.  You get +5 on social rolls in this 
  area and have Streetwise knacks at rank 5 while in this area.  
  Local Hero 
  FR 93 
  2 HP 
  You receive one extra reputation die while in a specific city due to an action 
  performed there in the past.  
  Man of the Cloth 
  CP 88 
  2 HP 
  You must have either the Ordained or Cloistered advantage. 
  You gain 5 reputation points.  You are known for piety and wisdom. 
  Old Name 
  VV 100 
  2 HP 
  Vesten only. 
  You have an honored name among the Vesten.  You gain 6 reputation (or lose 6 
  reputation if you have the Scoundrel advantage). 
  Past Services 
  KM 67 
  3 HP 
  Costs 2 HP for members. 
  You have performed some noteworthy service for an organization with a 
  Membership advantage. When dealing with that organization your Reputation is 20 
  points higher. 
  Published 
  IC 83 
  1-2 HP 
  You have had your work published, which gives you +5 reputation per point spent 
  and a bonus of 10g money (one time) per point spent. 
  Scarovese 
  VO 99 
  1-3 HP 
  You have studied the works of Cristoforo Scarovese so you can manipulate politics.  
  1 HP = your reputation can drop to -40 without becoming an NPC.  3 HP = your 
  reputation can drop to -50 without becoming an NPC. 
  Scoundel 
  PG 165 
  3 HP 
  -10 reputation points.  You get the Streetwise skill for free.   
  (You cannot also get the Citation advantage.) 
  Vendel League Seat 
  VV 100 
  8 HP 
  Costs 5 HP if Vendel. 
  You secured a voting Seat in the Vendel League.  You gain 10 reputation and have a 
  100 g/week income while you have this seat. 
  Follower Advantages ("who works for you") 
  Advantage 
   
  HP Cost 
  Description 
  Bodyguard 
  VV 98 
  7 HP 
  Costs 6 HP for Vendel. 
  A 75 HP henchman with a Swordsman School of your choice. 
  Castillian Squire 
  CA 103 
  7 HP 
  Costs 6 HP for Castillians. 
  A henchman with rank 2 in all traits + 20 HP to spend.  Has 3 "knacks of expertise" 
  that allow master to act at +1 rank in that knack when assisting. 
  Cathayan Servant  
  CJE 66 
  6 HP 
  Costs 5 HP for Cathayans. 
  A 75 HP Henchman with 3 Ranks in all Cao Yao knacks 
  Crescent Servant  
  CE 85 
  6 HP 
  Costs 5 HP for Crescent. 
  A 75 HP henchman with the Linguist advantage and 15 points of languages. 
  Drago 
  VV 99 
  6 HP 
  Costs 5 HP for Vendel. 
  A 75 HP henchman with 3 in all Guide knacks. 
  Eisen Bodyguard 
  EN 95 
  6 HP 
  Costs 5 HP for Eisen. 
  You have a loyal 75 HP henchman with an Eisen swordsman school. 
  Montaigne Servant 
  MO 85 
  5+ HP 
  Montaigne only. 
  Bodyguard  = 5 HP (B=2, F=2, W=2, R=2, P=3.  Fencing+Knife+Firearms knacks 
  at 3.  Plus 25 HP with no civil knack above 2). 
  Lackey = 5 HP (B=2, F=2, W=2, R=2, P=3.  Servant knacks at 3.  Plus 25 HP with 
  no martial knack above 2).  
  Porte Messenger = 5 HP (B=2, F=2, W=2, R=2, P=3.  Half-Blooded Porte with 
  Bring knack at 4). 
  +3 HP = +1 to maximum for martial knacks. 
  +1 HP = Streetwise skill (+1 kept die) and 5 in Socializing. 
  +3 HP = Extremely loyal. 
  +1 HP = Sycophant (worships you). 
  +2 HP = Very organized. 
  
   
  15 
  Advantage 
   
  HP Cost 
  Description 
  Rucken 
  EN 99 
  8 HP 
  Costs 6 HP for Eisen. 
  You have a loyal 100 HP henchman.  If you betray him, he becomes a 3 point 
  Nemesis. 
  Servant(s) 
  PG 165 
  3 HP 
  Each time you buy this advantage you get either one Henchman (50 HP character 
  designed by the GM) or six Brutes (at threat level 1).  
  Steppes Pony 
  CJE 70 
  3 HP 
  Cathay only; costs 2 HP for Xian Bei. 
  You have a special horse that acts as a Henchman. See CJE 70 for stats. 
  Vesten Bought-Man 
  VV 102 
  7 HP 
  Costs 6 HP for Vesten. 
  You have a totally loyal warrior guard.  This is a 75 HP henchman with a Vesten 
  Swordsman school. 
  Vodacce Valet 
  VO 100 
  6 HP 
  Costs 5 HP for Vodacce. 
  You have a 75 HP Henchman who also has 3 in all Criminal knacks.  This is a valet 
  who is both servant and knowledgeable in politics. 
  Windrunner 
  CE 90 
  3 HP 
  Crescent only. 
  You have a special horse that acts as a Henchman.  See CE 90 for stats. 
  Item Advantages ("what you have") 
  Advantage 
   
  HP Cost 
  Description 
  Bought Weapon 
  VV 99 
  +2 HP 
  Vendel only. 
  You can purchase a special weapon of any type other than Dracheneisen.  The cost 
  is 2 HP more than the normal cost for that weapon. 
  Castillian Blade 
  CA 102 
  2-6 HP 
  All blades are 2k2 fencing weapon.  Cost reduced by 1 HP for a blade from a 
  Castillian's home province.  
  Aldana (6 HP) = Lower one action die by 1 at the start of each round. 
  Gallegos (3 HP) = +2 to attack rolls.  +5 TN to resist breaking the blade. 
  Soldano (6 HP) = +2 to all fencing die rolls.  +5 TN to resist breaking. 
  Torres (3 HP) = +3 to damage rolls. 
  Zepeda (2 HP) = +1 to attack and damage rolls. 
  Inheritance 
  PG 161 
  1-10 HP 
  500g per HP spent.  Alternately, you may get an item (see PG 161).  
  MacEachern Weapon 
  AV 91 
  5 HP 
  You have a MacEachern blade (any from knife to claymore).  It can kill Sidhe, but 
  they will want to kill you. 
  Pattern-Welded Steel Weapon 
  CE 86 
  5-9 HP 
  Crescent only. 
  Cost is -1 if also have Noble advantage. 
  Cost is -1 for each previous time you have taken this advantage. 
  You have a pattern-welded weapon that gets +3 on all rolls (attack, damage, parry, 
  sword knacks).  It also gets +5 TN to resist breaking.  
  The cost is 6 HP (knife), 7 HP (fencing sword or hand axe), 8 HP (heavy weapon), 9 
  HP (polearm).  
  Personal Relic 
  CP 90 
  3 HP 
  A relic has passed into your possession.  Once per scene you may invoke it to add 
  one unkept die to a die roll.  You can do this twice per scene if you have the Faith 
  advantage. 
  Property 
  FR 93 
  X HP 
  You own property somewhere.  This costs 1 HP for every 5,000g of value.  
  Puzzle Sword 
  MO 86 
  2-10 HP 
  Montaigne only. 
  Roll on table on MO 93.  Sword and cost are random. 
  Research Library  
  IC 83 
  1 or 3 
  HP 
  You have a small library.   
  Anyone spending a month studying gets 1 XP to spend on a Civil knack.  This may 
  be done once per story (no matter how many libraries are visited). 
  The library gives +5 on a Conception Check (as per the Invention rules) if you 
  spend more than half of the invention time in the library.  If you only spent 1 HP, 
  there is a 20% chance that you get a -5 instead. 
  Rune Weapon 
  VV 100 
  1-8 HP 
  Vesten only. 
  You have a weapon inscribed with a rune.  The cost is 4 HP for one that adds dice or 
  1HP + 1HP per raise on ones that affect weather.  This is for a single use rune.  
  Permanent runes cost twice as much. 
  Ship 
  CM 26 
  10 HP 
  15 HP 
  20 HP 
  Multiple characters may chip in for a combined advantage.  
  You have a ship built with the specified number of points (10, 15 or 20). 
  Sidhe Weapon 
  AV 94 
  2-5 HP 
  Avalon only.  -1 HP cost if have Sidhe Blood with Good Standing.  
  Dagger (2 HP) = 2k2 weap on (1k2 away from Avalon) and you can lower one 
  action die by 1 each round.  
  Sword (4 HP) = 4k2 weapon (3k2 away from Avalon) and you can lower one action 
  die by 1 each round. 
  Bow & Arrows (3 HP) = Bow string never breaks and the 6 arrows can always be 
  retrieved.  Those struck a killing blow go to sleep for 1 day to 100 years. 
  Spear (5 HP) = 6k2 weapon (5k2 away from Avalon); uses Polearm skill. 
  Syrneth Artifact 
  PN 96 
  1-5 HP 
  You get one artifact.  Samples on PN 96-97. 
  Trained Spider 
  VO 100 
  2 HP 
  Costs 1 HP for Fate Witch. 
  You have a trained spider (Brute with threat rating 1).  It is a pet with a special 
  ability.  See VO 100 -101 for sample spiders.  
  Twisted Blade 
  VO 99 
  2 HP 
  You have a weapon with 1 destiny die granted to it by a Fate Witch.  You can 
  purchase this multiple times and up to 5 times for a single weapon. 
  Destiny dice may be added before any roll with the weapon to add 1 kept die to the 
  roll.  They refresh at the start of each act. 
   
  
   
  16 
  Sidhe Blood Advantage (SBN 38) 
  You can buy Sidhe blessings and curses with HP. Blessings cost HP, Curses give you HP back. 
  Blessings 
  Blessing 
  HP Cost 
  Description 
  Existing Advantage 
  1-16 HP 
  You can take one and only one of the following advantages: 
  Appearance (above average): 4HP  
  Appearance (stunning): 8HP 
  Appearance (intimidating): 12HP 
  Appearance (blessed beauty): 16HP  
  Dangerous Beauty: 2HP  
  Keen Senses: 1HP 
  Large: 4HP 
  Small: 1HP 
  Unnerving Countenance (below average): 1HP  
  Unnerving Countenance (ugly): 3HP 
  Unnerving Countenance (hideous): 5HP 
  Child of the Earth 
  2 HP 
  You can sense impending earthquakes. 
  Falling damage is treated as being one category softer. 
  Child of the Sea 
  3 HP 
  You can sense impending storms. 
  When drowning, your Resolve is 3 higher than normal. 
  Child of the Sky 
  3 HP 
  Once per act you may use a Glamour knack without paying a DD. 
  Good Standing 
  2 HP 
  You receive one extra Reputation Die when dealing with the Sidhe court. 
  You may purchase the Sidhe Weapon advantage at a 1HP discount. 
  Immortal 
  5 HP 
  Sidhe, Fallen Sidhe only. 
  You are immune to the effects of aging. 
  Slow Aging and Immunity to 
  Disease 
  2 HP 
  You age at half the normal rate, and are immune to all diseases (including the White 
  Plague). 
  Smell Glamour 
  3 HP 
  You smell a distinctive odor when someone uses a Glamour knack within 30ft. 
  Variable Features 
  3 HP 
  You may spend a DD to alter your facial features; make a Panache roll, the result of 
  which is the TN for others to recognize you. 
  You cannot imitate a specific person, disguise your scent or voice, or create or 
  eliminate scars, birthmarks or missing body parts. 
  Curses 
  Curse 
  HP Cost 
  Description 
  Cold-Hearted 
  2 HP 
  You may never experience True Love; any romances in which you get involved 
  must end by the beginning of the next story. 
  Each completed romance lowers your Reputation by 3, and you begin with a 2-point 
  Lost Love background, from which you never receive XP . 
  Diurnal 
  2 HP 
  When you are not in direct sunlight, your rolls are at a -2k0 penalty. 
  You cannot take the Nocturnal curse. 
  Gifts 
  2 HP 
  When you accept a gift, you must repay the favour as soon as possible. 
  For each day you do not, you gain a -1k0 penalty to all your rolls. 
  Huge Appetite 
  1 HP 
  You eat twice as much as normal, and to turn down food you must make a Resolve 
  check: 
  Snack: TN 5 
  Small meal or drink: TN 10 
  Medium size meal: TN 15 
  Large meal: TN 20 
  Feast: TN 25 
  Iron Susceptibility 
  1 HP 
  Cold Iron weapons do +1k0 damage to you. 
  MacEachern weapons do +1k1 damage to you. 
  Iron Vulnerability 
  2 HP 
  You are at a penalty of -1k0 to all rolls when touching Cold Iron until the end of the 
  Scene. 
  Cold Iron weapons do +1k1 damage to you. 
  MacEachern weapons damage you like a Sidhe. 
  Mischievous 
  2 HP 
  If you do not play at least one prank a day, all your rolls are at a penalty of -1k0 per 
  day since you played a prank. 
  Nocturnal 
  1 HP 
  When you are in direct sunlight, your rolls are at a -1k0 penalty. 
  You cannot take the Diurnal curse. 
  Running Water 
  1 HP 
  You cannot cross running water without a bridge. 
  Sea Bound 
  2 HP 
  When you are more than 10 miles from a body of salt water, your rolls are at a -2k0 
  penalty. 
  Examples 
  Advantage 
  HP Cost 
  Description 
  Selkie Blood (MacCodrum Heritage) 
  5 HP 
  Blessings: Appearance (stunning), Child of the Sea, Slow Aging and Immunity to 
  Disease 
  Curses: Cold-Hearted, Iron Vulnerability, Sea Bound 
  Pooka Blood 
  2 HP 
  Blessings: Slow Aging and Immunity to Disease, Variable Features 
  Curses: Mischievous 
  
   
  17 
  Die Kreuzritter Advantages 
  If you join this secret society, the following advantages are available to you. 
   
  Advantage 
   
  HP Cost 
  Description 
  Die Kreuzritter Membership 
  DK 74 
  5 HP 
  You get 100g at the start of any mission for the order. 
  You get one special item from “bag of tricks” (DK 76) at start of any mission.  
  You may get access to areas sealed by the church. 
  May act as ordained priests. 
  +2 unkept dice on resisting torture or interro gation. 
  Faction advantage depends on faction: 
  - Assassins: -2 cost on Nightblade advantage. 
  - Phantom Guard: -2 cost on Nacht sorcery.  
  - Town Guardians: -2 cost on Acolyte advantage. 
  - Vigilants: -2 cost on Blessing advantage. 
  Acolyte 
  DK 71 
  3 HP 
  Die Kreuzritter only.  
  You are training a loyal 60 HP henchman.  Accumulates XP at the same rate as the 
  hero.  Can try a solo mission to become a knight (DK 72). 
  Blessing 
  DK 72 
  3 HP 
  Die Kreuzritter only.  Only if no Sorcery or Shamanism. 
  All damage dealt to you is reduced by 1 flesh wound. 
  Nightblade 
  DK 72 
  6 HP 
  Die Kreuzritter only.  
  You can call forth a stiletto (0k2 knife with +1 unkept die on attack) made of 
  shadow that is not blocked by physical objects, so it cannot be parried or used to 
  parry with.  You can dispel it at will.  You cannot throw the blade.  You lose the 
  blade for 1 hour if it is touched by sunlight.  You have a ½” diameter black spot on 
  your palm. 
  Acquiring this advantage causes loss of all Sorcery other than Nacht.  This 
  advantage can be cancelled by things that cancel Sorcery. 
  Sanctuary 
  DK 72 
  1-10 HP 
  Die Kreuzritter only.  
  You have founded your own Sanctuary.  See DK72 -74 for details. 
  Explorer’s Society Advantages 
  If you join this secret society, the following advantages are available to you. 
   
  Advantage 
   
  HP Cost 
  Description 
  Explorer’s Society 
  Membership 
  ES 17-19 
  1-7 HP 
  Different levels of membership are available: 
  1 HP: Trade Sea 
  2 HP: Frothing Sea 
  3 HP: La Boca 
  4 HP: Forbidden Sea 
  5 HP: Mirror (at this level and above, you gain the Archaeologist skill for free and 
  Syrneth Lore is considered a basic knack for you) 
  6 HP: Corridors of Flame 
  7 HP: 7th Sea Council (reserved for NPCs) 
  Invisible College Advantages 
  If you join this secret society, the following advantages are available to you. 
   
  Advantage 
   
  HP Cost 
  Description 
  Invisible College Membership 
  IC 78 
  5 HP 
  You get an annual stipend of 10-100g. 
  You start with two free 1-point Connection advantages to your two links in the 
  Chain of Knowledge.  You can increase the connection by spending points. 
  You treat the Astronomy and Natural Philosophy knacks in the Scholar skill as if 
  they were basic knacks. 
  You understand and can spot the Math Code and Music Code.  You can't translate 
  them without Mathematics (2) or Music (2) and without knowledge of the 
  sender's variation. 
  Protégé 
  IC 81 
  2 HP 
  Invisible College only. 
  You have a 50 point henchman as a student who is assisting your research.  This 
  henchman gains experience along with the player and graduates upon when you 
  decide he does or when he has 51 XP. 
  Secret Laboratory  
  IC 83 
  1-17 HP 
  Invisible College only. 
  You have your own secret laboratory.  See IC 83-84 for details. 
   
  
   
  18 
  Los Vagos Advantages 
  If you join this secret society, the following advantages are available to you. 
   
  Advantage 
   
  HP Cost 
  Description 
  El Corazon (Membership) 
  LV 72 
  7 HP 
  You are a leading member of Los Vagos and help set policy. You may request to 
  wear the Mask of El Vago. 
  You can draw upon fellow Los Vagos for support and shelter.  
  You are expected to financially support Los Vagos effo rts. 
  You know how to contact one of the Inner Circle members (3 pt Connection) 
  If you have Athlete skill, you get 1 rank of Break Fall and 1 rank of Leaping. 
  When acting for Los Vagos, you get +1 reputation die per story. 
  Affiliated (Membership) 
  LV 73 
  5 HP 
  You are a regular member of Los Vagos. 
  You can draw upon Patrons of Los Vagos for support and shelter.  Your expenses 
  are paid for while in Castille via aid from Los Companeros. 
  You know how to contact one of El Corazon (2 pt Connection) 
  If you have Athlete skill, you get 1 rank of Break Fall and 1 rank of Leaping. 
  Unaffiliated (Membership) 
  LC 73 
  3 HP 
  You are a low ranking member of Los Vagos. 
  You can draw upon Patrons of Los Vagos for support and shelter.  Your expenses 
  are paid for while in Castille vi a aid from Los Companeros. 
  You know how to contact one of the Affiliated.  
  If you have Athlete skill, you get 1 rank of Break Fall and 1 rank of Leaping. 
  Patron (Membership) 
  LV 74 
  3 HP 
  You are a Noble patron of Los Vagos.  You provide financial support. 
  You can draw upon Los Vagos for support and shelter. 
  You know how to contact one of El Corazon or one Affiliated (2 pt Connection). 
  Companero (Membership) 
  LV 74 
  2 HP 
  You are a quiet supporter of Los Vagos.  You help the other members when they 
  need it and receive payment (when you choose to accept it). 
  Independent Cabal 
  LV 75 
  1-10 HP 
  Los Vagos only. 
  You have your own Los Vagos group.  See LV 75-77 for details. 
  Rilasciare Advantages 
  If you join this secret society, the following advantages are available to you. 
   
  Advantage 
   
  HP Cost 
  Description 
  Rilasciare Membership 
  RI 76 
  5 HP 
  You may add +1 unkept die to a Resolve roll once per scenario. 
  You can acquire normal personal weapons without cost. 
  You may use the courier network to move messages with absolute secrecy. 
  Free 2 HP Connection advantage with another cell member. 
  Faction advantage depends on faction: 
  - Freeman: Once per scene you can spend a drama die to know how to humiliate a 
  villain or henchman after observing for one day. 
  - Freethought: Free read/write native language plus -1 HP on another langauage. 
  - Guerrilla Alliance: Can get Arson and Bomb Making skills for 1 HP each.  May 
  add 1 to number of phases on a grenade fuse. 
  - Liberation Guild: If buy Criminal skill, start with Lockpicking at rank 1.  
  - Oppositionists: Can spot sorcerers as if Wits +1. 
  - Couriers: Always receive traveling money to cover expenses. 
  The Bargainers' Secret 
  RI 86 
  4 HP 
  Rilasciare only. 
  You know the secret behind sorcery.  Sorcery directed at you have a +5 TN. 
  Rilasciare Cell 
  RI 88 
  10 HP 
  Rilasciare only. 
  You can create your own Rilasciare Cell.  See RI 88 -90 for details. 
  Safehouse 
  RI 86 
  3 HP 
  Rilasciare only. 
  You know the location of a safehouse.  See RI 80-83 for more info. 
  Uppmann's Coat 
  RI 87 
  2 HP 
  Rilasciare only. 
  You have a trick coat.  See RI 87 for options. 
   
  
   
  19 
  Rose and Cross Advantages 
  If you join this secret society, the following advantages are available to you. 
   
  Advantage 
   
  HP Cost 
  Description 
  Rose and Cross Membership 
  RC 70 
  5 HP 
  The knight you served under as a Tyro can provide guidance. 
  Sorte sorcery has a +10 TN to affect you. 
  You have access to the chapter houses and libraries. 
  You gain 1 extra reputation die. 
  -2 HP on cost of Indomitable Will advantage. 
  Chapter House 
  RC 68 
  1-10 HP 
  Rose and Cross only.  
  Found your own chapter house.  See RC 68-70 for details. 
  Dietrich Sword 
  RC 68 
  2 HP 
  Rose and Cross only.  
  Damage with this sword lets you re-roll any 1's. 
  The Secret  
  RC 67 
  5 HP 
  Rose and Cross only.  
  You may raise one trait of your choice to 6 by spending experience.  (You can only 
  get this for one trait, and it cannot be the same one as for Legendary Trait.)   
  (This advantage can be purchased for 15 XP.) 
  Tyro 
  RC 68 
  2 HP 
  Rose and Cross only.  
  You have a 50 HP Henchman who is loyal to you and training under you to 
  become a knight.  If your Tyro dies, you cannot get another for a full year.  If your 
  Tyro gets 150 XP, he becomes a Knight. 
  The Vow 
  RC 67 
  1 HP 
  Rose and Cross only.  
  If you spend 20 drama dice (total), a vow you make will come to pass.  You can 
  only have one vow at a time.  This vow may not be against the Rose and Cross 
  beliefs, be impossible, or be something that would lose you reputation.  
  The following are normally required at each rank: (RC 92) 
  Initiate:  
  Servant skill 
  Poor Knight:  
  Athlete skill, Fencing skill 
  Wandering Knight:  Two traits at 3.  Fencing (Attack) 3, Leaping 3, Surgery 3. 
  Sergeant Knight:  
  Three traits at 3.  Master Swordsman.  Leaping 5, Surgery 5. 
  Adept Knight:  
  Three scholar knacks at 3.  Accounting 3. 
  Senior Knight:  
  Diplomacy 3, Etiquette 3, Law 3, Mathematics 3, Oratory 3. 
  Master Knight: 
   Diplomacy 5, Etiquette 5, Oratory 5. 
  Knights training in different nations emphasize different traits and skills in training.  See RC 72-73 for details. 
  Sophia's Daughters Advantages 
  If you join this secret society, the following advantages are available to you. 
   
  Advantage 
   
  HP Cost 
  Description 
  Sophia's Daughters 
  Membership 
  SD 80 
  5 HP 
  You have the ability to contact the Oracle through a scrying bowl, mirror, or pool.  
  You may ask one question per story.  
  You know three secure locations to hide out. 
  You know a single portal to Bryn Bresail. 
  You have a 1 point Connection advantage with another Daughter.  This connection 
  may be strengthened by spending more HP. 
  You have practical knowledge of the Book of Mysteries. 
  You may purchase an additional Panache point when starting for 2 HP less.  Your 
  maximum starting Panache is 4. 
  The Balm 
  SD 87 
  5+ HP 
  Female Sophia's Daughters only. 
  For every 5 HP spent, you have lived 50 years longer than your appearance 
  suggests.  You are immune to disease.  You gain the Scholar skill for free.  You 
  gain 1 free point of a Language.  For each additional 4 HP spent, you gain 2 points 
  of Language and 2 ranks of History (maximum of 5, then you can spend the 2 
  points on any other civil skill). 
  Safe House 
  SD 90 
  1-10 HP 
  Sophia's Daughters only. 
  Found your own safe house.  See SD 90-91 for details. 
  Songbird 
  SD 89 
  1 HP 
  Sophia's Daghters only. 
  You have a trained Sweetwren that can carry messages back and forth for you to 
  any location it has bee n. 
  
   
  20 
  Lung Yin (Shadow of a Dragon) Advantages 
  If you join this secret society, the following advantages are available to you. 
   
  Advantage 
   
  HP Cost 
  Description 
  Lung Yin Membership 
  CJE 68 
  5 HP 
  Can be taught Scheming, Sincerity and Underworld Lore to rank 6 
  2 HP discount on Scoundrel advantage 
  You know a pair of codes; one allows you to leave messages in the arrangement of 
  objects, and one that allows you to communicate secretly even when observed 
  closely. 
  Jing Chiang Tuan (Golden Coin Society) Advantages 
  If you join this secret society, the following advantages are available to you. 
   
  Advantage 
   
  HP Cost 
  Description 
  Jing Chiang Tuan 
  Membership 
  CJE 69 
  5 HP 
  Can be taught Accounting, Diplomacy and Oratory to rank 6 
  2 HP discount on Connections advantage 
  Can make an ointment to remove a Blood Mark; make one dose on a Wits + 
  Compounds check against TN30, plus one per Raise. 
  Applying the ointment causes 1k1 wounds as if from a firearm, and destroys the 
  Blood Mark. 
  Making the ointment takes two days. 
  Haathi ke Lokh (Elephant People) Advantages 
  If you join this secret society, the following advantages are available to you. 
   
  Advantage 
   
  HP Cost 
  Description 
  Haathi ke Lokh Membership 
  CJE 69 
  5 HP 
  Can be taught Interrogation, Ride (elephant) and Traps to rank 6 
  2 HP discount on Indomitable Will advantage 
  2 Free Raises on any roll involving Tashil’s history or legends. 
  Hei Jing Hu (Black Metal Tigers) Advantages 
  If you join this secret society, the following advantages are available to you. 
   
  Advantage 
   
  HP Cost 
  Description 
  Hei Jing Hu Membership 
  CJE 69 
  5 HP 
  Can be taught Leadership, Strategy and Tactics to rank 6 
  2 HP discount on Commission advantage 
  Free Raise on Intimidation rolls (whether you are intimidating or being 
  intimidated) 
  Lose one fewer unkept die when affected by a Fear Rating.  
  
   
  21 
  Backgrounds
   (PG 125-126) 
  Backgrounds cost 1 HP, 2HP, or 3 HP (3 XP, 6 XP, or 9 XP).  The more that is spent on the Background, the more 
  frequently it will come up.  You can have a maximum of 4 HP in backgrounds to start the game.  Whenever your 
  background shows up in a story, you get 1 bonus XP (2 to 6 XP if it is the focus of the story).  
  You may have a maximum number of backgrounds equal to your Panache. 
   
  Background 
   
  Description 
  Acolyte Vows 
  CA 93 
  You are seeking position in a religious order and must abide by complex and possibly severe disciplines. 
  Afyam Addict 
  CJE 71 
  You are addicted to Afyam, a Cathayan painkiller. 
  Every day on which you do not take a dose, make a Resolve roll against a TN of 10 per rank in this 
  Background, plus 5 per day since you took a dose, plus 10 if it was only a medicinal dose. Failure means you 
  undergo withdrawal symptoms. 
  Withdrawal causes all rolls to be Raised by the rank of this Background. This effect is cumulative, and lasts 
  until you take another dose.  This effect does not apply to your daily addiction roll, or to Wound checks. 
  Amnesia 
  PG 166 
  You cannot remember who you are or how you got here. 
  Animal Animosity 
  US 93 
  You angered an important member of an animal special and now all members of that species is hostile to you.  
  Assassin 
  MO 79 
  A political rival hired an assassin to kill you. 
  Betrothed 
  VO 91 
  Your marriage has been arranged by family.  You may not even know or have met the person.  You are 
  expected to follow through when the time comes. 
  Black Stone Veteran 
  RC 70 
  Rose and Cross only. 
  You killed on behalf of the order and are haunted by the experience.  You feel impure.  You may re-roll one 
  Resolve check per session, but the GM may make you re-roll one Panache check per session. 
  Bloodsworn 
  VV 90 
  Vesten only.  
  You have sworn a blood oath to do something.  You will succeed or die trying. 
  Code of Honor 
  VO 91 
  For each point spent on this, pick a rule of honor that you cannot break (you lose a drama die if you do break 
  it).  (Some Vodacce rules are on page VO 91.) 
  Colonial 
  IG 85 
  You were raised in an island colony, and are regarded as unrefined and ignorant by mainlanders. 
  Contentious Theory 
  IC 81 
  You discovered something and brought it public.  Either the public or the Invisible College were not ready for 
  this and have scorned your or worse.  Your idea may or may not be correct. 
  Crisis of Faith 
  CP 90 
  EN 83 
  You used to be religious but now doubt your beliefs.  Do you abandon them or return? 
  Cursed 
  PG 166 
  You may or may not know the curse, and may or may not accept its inevitability.  But something bad happens. 
  Dead to the World 
  DK 69 
  You faked your death and are forbidden to let your loved ones and friends know.  
  Debt 
  PG 166 
  You owe money.  The more points spent, the more money owed or the more intently they want to collect from 
  you. 
  Defeated 
  PG 166 
  You were defeated and live with that shame.  You force yourself into situations like it hoping to live up to 
  what you should have done. 
  Dispossessed 
  CA 93 
  Someone has taken away your home and lands and you want them back.  Amount spent on this indicates 
  size/value of lands and strength of those holding them.  You lose 1/2 of your monthly income to personal 
  upkeep until this is resolved. 
  Dracheneisen Heir 
  EN 83 
  Eisen Noble only. 
  You are next in line to receive a Dracheneisen item from a relative.  You get XP for this background whenever 
  that relative figures into a story.  When get XP equal to 3 times the item's cost, you get the item. 
  Dragon Dreams 
  CJE 72 
  In your dreams, a dragon brings you a prophet ic message.  The more ranks you have in this background, the 
  more important the message is. 
  El Vago 
  LV 82 
  Los Vagos only.  
  You have worn the mask of El Vago.  This makes you a wanted person. 
  Escaped from Tiakhar 
  CJE 72 
  You were a slave in Tiakhar, but you managed to escape.  The more ranks you have in this background, the 
  more powerful are your former masters, and the more upset they will be if they run into you again.  
  Exiled 
  PN 97 
  WOB 105 
  You are forbidden to return home.  If you go, you could be executed.  
  Fascination 
  IG 85 
  You led a sheltered existence as a youth, and when you met strangers you became fascinated by something 
  about them (such as perfume or an accent). 
  Fear 
  PG 167 
  You are terrified of something.  You lose a number of actions each round equal to the HP cost or must spend 
  them defending yourself from your fear. 
  Gadjo 
  US 93 
  Non-Fhideli only. 
  The Fhideli have an unfavorable opinion of you due to something you did. 
  Hated Relative 
  VV 90 
  Vendel / Vesten only. 
  You have a relative who stands on the other side of the Vendel / Vesten schism.  You are feuding with this 
  person. 
  Heirloom Relic 
  CP 91 
  You have a holy relic and are charged with protecting it. 
  Hunted 
  PG 167 
  Someone wants you.  The more points spent, the more intently they are hunting you. 
  Hunting 
  PG 167 
  You lost something or someone you must get back.  The more points spent, the more important it is or the 
  more dangerous it will be to recover. 
  Huo Qiang Talisman 
  CJE 72 
  A long-dead relative was one of the 64 sorcerers who created the Wall of Fire, but you do not know the 
  location of the talisman. The more points you put into this background, the more directly related you are to this 
  person. 
  Infamous Teacher 
  SG 83 
  You learned your sword school by studying under an infamous teacher.  That teacher’s reputation and enemies 
  make your life difficult. 
  Invention 
  IC 81 
  Invisible College only. 
  You invented something.  You think it would improve life for people so you want to publicize it, but it may 
  make you hunted by the inquisition.  You struggle with this choice. 
  Loan 
  VV 90 
  You have made a loan to someone who disappeared with the money.  You want it back.  
  
   
  22 
  Background 
   
  Description 
  Lorenzo 
  VO 91 
  Vodacce only. 
  Your lineage traces back to the brutal Lorenzo family.  You need to keep this secret or face dishonor and 
  possibly death. 
  Lost Love 
  PG 167 
  Your love left you for a hated enemy, who now wants to ruin you. 
  Lost Relative 
  PN 97 
  WOB 105 
  A close relative disappeared or was kidnapped.  You dedicated your life to finding them. 
  Memlo 
  US 93 
  Fhideli only. 
  Your people conside r you unclean for something that happened to you.  It could be your fault or something a 
  Gadjo did. 
  Mistaken Identity 
  PG 167 
  They are convinced you are someone you are not or that you know something you do not. 
  Mole 
  RI 88 
  Rilasciare only.  
  You belong to another organization and spy on it for the Rilasciare. 
  Moment of Awe 
  PN 97 
  WOB 106 
  You saw something so incredible that you've dedicated your life to finding it again.  A woman, the 7th Sea, an 
  uncharted island, … 
  Nemesis 
  PG 167 
  Someone out there hates you and wants to ruin your life (not simply kill you). 
  Obligation 
  PG 168 
  You owe somebody something and must repay the favor.  
  On the Streets 
  FR 93 
  You have no home and must pay for your living expenses (unlike other heroes).  
  Orphaned 
  EN 83 
  Separated from your family.  You won't rest until you find out what happened. 
  Ousted 
  KM 67 
  You used to be a member of an organization, but your membership has now been revoked. You cannot regain 
  membership while you have this background. 
  Past Posession 
  SD 86 
  Sophia's Daughters only. 
  You have been possessed by a Sidhe spirit to do a service. 
  Predecessor 
  KM 67 
  Requires membership in an organization. 
  You are following in the footsteps of an older relative who was also a member of this organization, and you 
  keep getting caught up with your predecessor’s reputation and enemies. 
  Pressed Into Service 
  PN 98 
  WOB 106 
  You are currently serving someone unwillingly and are waiting for a chance to escape. 
  Probation 
  KM 67 
  Requires membership in an organization. 
  Your membership in this organization is at risk due to some misdeed on your part. Other members of the 
  organization are keeping a close eye on you, and the slightest mistake could cause you to lose your 
  membership.  
  Qatihl’I Target 
  CE 72 
  You have provoked the wrath of the Qatihl’i. 
  Ridiculed 
  MO 79 
  A person in court has made a career out of ridiculing you.  Points spent make him wittier and more powerful. 
  Rivalry 
  PG 168 
  Someone else wants something you want.  It may be a friend or an acquaintance, but you both want it really 
  badly. 
  Romance 
  PG 168 
  You have won the hand of a lover, but they need your help, assistance, time, to have rivals scared off, and so 
  on. 
  Sect Advesary 
  RI 88 
  Rilasciare only.  
  A fellow Rilasciare doesn't like you and while he won't attack you, he'll snipe at you and discredit you.  
  Sidhe Lover 
  AV 94 
  You have a romance with a Sidhe, but must keep it secret.  Also, your lover may put restrictions on you. 
  Traitor 
  CA 93 
  You had a moment of weakness and betrayed someone.  You're trying to keep this hidden, but someone may 
  blackmail you or find out.  You start with +500 g.  
  Trance 
  SD 85 
  Scry sorcerers only.  
  You sometimes fall into epileptic fits whereby you see strange visions of Sidhe.  These can be unpleasant. 
  Treasure Map 
  PN 98 
  WOB 106 
  You have a map to something great.  Points spent make it better and more dangerous to acquire. 
  True Identity 
  PG 168 
  You did something in the past you want to hide and took on a new identity.  You must strive to keep that old 
  identity hidden. 
  Unsanctioned 
  SG 83 
  You learned a sword school without permission and members of the school will resent you and even attack 
  you if you use it.  If your school would grant Swordsman’s Guild membership, you instead get one free rank in 
  a school knack. 
  Vaticine Relative 
  LV 82 
  Los Vagos only.  
  Someone very close to you is a member of the Vaticine church and they will be vulnerable if you are 
  discovered and they may betray you. 
  Vendetta 
  PG 168 
  There is someone you hate so much you want to make them suffer, even if it hurts you on the way.  
  Vow 
  PG 168 
  You have made a promise you won't break, even if it costs your life.  
  Waisen Dependent 
  EN 83 
  A relative or lover suffers from the Eisen Waisen which makes them hard to care for. 
  Wanted 
  PN 98 
  WOB 106 
  There is a price on your head. 
  
   
  23 
  Languages (PG 163) 
  The table below shows the base cost in HP for learning to speak a language. The cost in XP is three times the given 
  number. 
   
   
  Theah 
  Cathay 
  Crescent Empire 
  Languages 
  Avalon 
  Castille 
  Eisen 
  Mid. Arch. 
  Montaigne 
  Ussura 
  Fhideli 
  Vendel 
  Vodacce 
  Han Hua 
  Khimal 
  Koryo 
  Lanna 
  Tashil 
  Tiakhar 
  Xian Bei 
  Aldiz’ahali 
  Atlar’vahir 
  Jadur’rihad 
  Kurta’kir 
  Ruzgar’hala 
  Yilan’bazlik 
  Avalon 
  0 
  2 
  1 
  2 
  2 
  2 
  2 
  1 
  2 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  3 
  3 
  3 
  3 
  3 
  3 
  Cymric 
  1 
  3 
  2 
  3 
  3 
  3 
  3 
  2 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Inish 
  1 
  3 
  2 
  3 
  3 
  3 
  3 
  2 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Castille 
  2 
  0 
  2 
  3 
  1 
  3 
  3 
  2 
  1 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  2 
  2 
  2 
  2 
  2 
  2 
  Cathay 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Han Hua 
  6 
  5 
  5 
  6 
  5 
  4 
  4 
  4 
  4 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  4 
  4 
  4 
  4 
  4 
  4 
  Khimal 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  6 
  6 
  3 
  1 
  2 
  3 
  4 
  4 
  2 
  4 
  4 
  4 
  4 
  4 
  5 
  Koryo 
  5 
  5 
  5 
  6 
  5 
  4 
  4 
  4 
  4 
  2 
  1 
  1 
  1 
  3 
  3 
  2 
  4 
  4 
  4 
  4 
  4 
  4 
  Lanna 
  6 
  5 
  5 
  6 
  5 
  5 
  5 
  5 
  6 
  2 
  2 
  1 
  1 
  2 
  2 
  1 
  4 
  4 
  4 
  4 
  4 
  4 
  Tashil 
  4 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  6 
  3 
  3 
  4 
  2 
  0 
  1 
  3 
  4 
  4 
  4 
  4 
  4 
  5 
  Tiakhar 
  4 
  5 
  5 
  4 
  5 
  6 
  6 
  5 
  6 
  2 
  4 
  3 
  3 
  1 
  0 
  3 
  4 
  4 
  4 
  4 
  4 
  6 
  Xian Bei 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  6 
  6 
  1 
  2 
  2 
  2 
  3 
  2 
  1 
  4 
  3 
  4 
  3 
  4 
  5 
  Crescent 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aldiz 
  4 
  2 
  4 
  5 
  5 
  3 
  3 
  3 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  0 
  2 
  3 
  2 
  2 
  3 
  Atlar 
  4 
  3 
  5 
  6 
  6 
  2 
  2 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  5 
  3 
  2 
  0 
  2 
  2 
  2 
  2 
  Judur 
  4 
  4 
  5 
  6 
  6 
  3 
  3 
  5 
  6 
  4 
  4 
  4 
  4 
  3 
  3 
  4 
  2 
  2 
  0 
  2 
  3 
  2 
  Kurta 
  4 
  3 
  5 
  6 
  6 
  2 
  2 
  4 
  5 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  2 
  1 
  2 
  0 
  2 
  2 
  Ruzgar 
  3 
  2 
  4 
  5 
  4 
  4 
  4 
  4 
  3 
  4 
  4 
  4 
  4 
  5 
  4 
  4 
  2 
  2 
  2 
  1 
  0 
  2 
  Yilan 
  5 
  2 
  4 
  5 
  6 
  4 
  4 
  5 
  4 
  4 
  5 
  5 
  4 
  4 
  5 
  5 
  3 
  2 
  2 
  2 
  2 
  0 
  Tikaret (trade) 
  3 
  2 
  3 
  4 
  4 
  2 
  2 
  3 
  4 
  4 
  5 
  4 
  4 
  4 
  3 
  3 
  0 
  0 
  0 
  0 
  0 
  0 
  Tikat (relig.) 
  5 
  4 
  5 
  6 
  6 
  3 
  3 
  5 
  6 
   
   
   
   
   
   
   
  4 
  3 
  2 
  3 
  4 
  2 
  Tirala (gov’t) 
  4 
  3 
  4 
  5 
  6 
  1 
  1 
  4 
  5 
  4 
  5 
  4 
  4 
  4 
  5 
  5 
  1 
  2 
  3 
  1 
  2 
  2 
  Eisen 
  1 
  2 
  0 
  1 
  2 
  2 
  2 
  1 
  2 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  High Eisen 
  2 
  3 
  1 
  2 
  3 
  3 
  3 
  2 
  3 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  5 
  5 
  5 
  5 
  5 
  Midnight Arch. 
  3 
  2 
  2 
  0 
  4 
  2 
  2 
  3 
  4 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  Montaigne 
  2 
  1 
  2 
  3 
  0 
  3 
  3 
  2 
  1 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  4 
  4 
  4 
  4 
  Thean 
  3 
  2 
  3 
  4 
  2 
  4 
  4 
  3 
  2 
  4 
  4 
  4 
  4 
  4 
  5 
  5 
  3 
  3 
  4 
  3 
  2 
  4 
  Ussuran 
  2 
  3 
  2 
  3 
  3 
  0 
  0 
  2 
  3 
  5 
  4 
  4 
  5 
  5 
  5 
  5 
  3 
  2 
  3 
  2 
  3 
  3 
  Fhideli 
  4 
  4 
  4 
  4 
  4 
  4 
  2 
  4 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Nadati 
   
   
   
   
   
   
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Teodoran 
  3 
  4 
  3 
  4 
  4 
  1 
  1 
  3 
  4 
  5 
  3 
  5 
  5 
  5 
  5 
  4 
  3 
  2 
  3 
  1 
  3 
  3 
  Vendel 
  1 
  2 
  1 
  2 
  2 
  2 
  2 
  0 
  2 
  5 
  4 
  5 
  5 
  5 
  5 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  Vodacce 
  2 
  1 
  2 
  3 
  1 
  3 
  3 
  2 
  0 
  4 
  5 
  4 
  5 
  4 
  3 
  5 
  4 
  4 
  4 
  4 
  2 
  4 
   
  Cymric (AV 31)  
  = Native tongue of Av alon before Montaigne invasion.  Rarely spoken now. 
  Fhideli (US 101)  
  = Used by Fhideli (gypsies).  Written form is very complex. 
  High Eisen (PG 163)  
  = An Eisen language kept by the nobility to talk in front of foreigners. 
  Inish (AV 44)  
  = Native tongue of Inismore.  Rarely spoken now. 
  Nadati (US 101)  
  = Only Fhideli may learn this.  It is their old language.  There is no written form. 
  Teodoran (PG 163)  
  = Ancient Ussuran language.  Mostly spoken by scholars now.  
  Thean (PG 163)  
  = Language of the old republic. Texts of the Church of the Prophets are written in this. 
  Tikaret (CE 85)  
  = This is the Crescent trade language. 
  Tikat (CE 85)  
  = This is the Crescent religious language. 
  Tirala (CE 85)  
  = This is the Crescent government and courts language. 
   
  You can also modify your character's understanding of the language as follows: 
  Level of Understanding 
  Cost 
  Description 
  Acquaintance (PN 98) 
  -2 HP 
  You can understand only basic spoken concepts in the language. 
  Poor Speaker (NEW) 
  -1 HP 
  You can understand common words, but cannot follow fluent speakers. 
  Good Speaker 
  0 HP 
  You can understand and follow all conversations. 
  Native Speaker (NEW) 
  +1 HP 
  You can also speak without an accent, as if you were a native speaker. 
   
  Hint!  Linguist advantage costs 2 HP and makes all languages cost 1 HP less (minimum cost 1 HP 
  unless the starting cost is 0).  A great thing to have if you acquire at least 2 languages. 
   
  
   
  24 
  House Rule:  The Accent rules on CA 101, EI 95, MO 84, and VO 99 do not apply. 
  The Pidgin language rules on PN 98 do not apply. 
  The two “NEW” levels have been added above. 
  Literacy PG 163 / CJE 68 
  The ability to read and write a language you can speak costs 1 HP. 
  Exception: for Han Hua, Khimal, Koryo, and Xian Bei: 2 HP for literacy in the first of these languages, 1 HP 
  thereafter. 
   
  Hint!  The Linguist advantage costs 2 HP and makes all languages cost 1 HP less (minimum cost 1 
  HP unless the starting cost is 0).  A great thing to have if you acquire at least 2 languages. 
  
   
  25 
  Skills 
  Skills define what your character knows.  The following table describes the cost to acquire skills and knacks. 
   
   
  HP Cost 
  XP Cost 
  Description 
  Skill 
  2 HP 
  10 XP 
  Rank 1 in all basic knacks (unless otherwise noted). 
  +1rank (basic knack) 
  1 HP 
  (2*New Rank) XP 
  Add 1 rank in a basic knack (max 5) 
  +1rank (advanced knack) 
  3 HP 
  (2*New Rank) XP 
  Add 1 rank in an advanced knack (max 5) 
  Academy advantage costs 4 HP (2 HP if Eisen) and makes Martial skills cost 1 HP when first making the character. 
  University advantage costs 4 HP (2 HP if Castille) and makes Civil skills cost 1 HP when first making the character. 
   
  House Rule:  The core rules state that if you get two skills that grant the same basic knack, you start at 
  Rank 2  in that knack.  This rule is not being honored.  You only start at Rank 1. 
  Martial Skills 
  Skill 
   
  Basic Knacks 
  Advanced Knacks 
  Archer 
  PG 151 
  Attack (Bow), Fletcher 
  Horse Archery, Snapshot (Bow), Trick Shooting (Bow) 
  Athlete 
  PG 152 
  Climbing, Footwork, Sprinting, Throwing 
  Break Fall, Leaping, Lifting, Long Distance Running, Rolling, 
  Side-step, Swimming, Swinging 
  Blowpipe 
  CJE 91 
  Attack (blowpipe), Fletcher (darts) 
  Trick Shooting (Blowpipe), Poison 
  Bodyguard 
  SH 93 
  Interpose, Shadowing, Unobtrusive 
  Ambush, Cold Read, Conceal, Menace 
  Buckler 
  PG 152 
  Parry (Buckler) 
  Attack (Buckler) 
  Captain 
  PN 99 
  WOB 
  106 
  Strategy, Tactics 
  Ambush, Bribery, Cartography, Diplomacy, Gunnery, Incitation, 
  Leadership, Logistics  
  Chain 
  CJE 90 
  Attack (Chain) 
  Bind (Chain), Entangle (Chain) 
  Cloak 
  CA 95 
  Parry (Cloak) 
  Entangle 
  Commander 
  PG 153 
  Strategy, Tactics 
  Ambush, Artillery, Cartography, Diplomacy, Gunnery, Incitation, 
  Leadership, Logistics , Rocketry 
  Crossbow 
  PG 153 
  Attack (Crossbow), Fletcher 
  Reload (Crossbow), Reload (Chu -ko-nu) 
  Dirty Fighting 
  PG 154 
  Attack (Dirty Fighting) 
  Attack (Improvised Weapon), Eye-gouge, Kick, Parry (Improvised 
  Weapon), Throat Strike, Throw (Improvised Weapon) 
  Exotic Thrown 
  Weapons 
  CJE 91 
  Throw (Exotic Thrown Weapon) 
  Trick Throwing 
  Exotic Paired 
  Weapons 
  CJE 91 
  Attack (Exotic Paired Weapon), Parry 
  (Exotic Paired Weapon) 
  Double Parry (Exotic Paired Weapon) 
  Fencing 
  PG 154 
  Attack (Fencing), Parry (Fencing) 
  Cavalry Attack 
  Firearms 
  PG 155 
  Attack (Firearms) 
  Reload (Firearms) 
  Hard Martial Arts 
  CJE 88 
  Attack (Hard Martial Arts), Balance, Block 
  (Hard Martial Arts), Footwork, Jab 
  Break Fall, Corps-a-corps, Kick, Knife Hand, Leaping, Throat 
  Strike 
  Heavy Weapon 
  PG 155 
  Attack (Heavy Weapon), Parry (Heavy 
  Weapon) 
   
  Hand Axe 
  US 96 
  Attack (Hand Axe), Parry (Hand Axe) 
  Throw (Hand Axe) 
  Knife 
  PG 155 
  Attack (Knife), Parry (Knife) 
  Throw (Knife) 
  Panzerhand 
  PG 156 
  Attack (Panzerhand), Parry (Panzerhand) 
  Uppercut 
  Polearm 
  PG 156 
  Attack (Polearm), Parry (Polearm) 
  Set Defense 
  Pugilism 
  PG 156 
  Attack (Pugilism), Footwork, Jab 
  Ear Clap, Uppercut 
  Rider 
  PG 156 
  Ride (Horse) 
  Animal Training, Mounting, Ride (Elephant), Trick Riding 
  Sentry 
  SH 94 
  Etiquette, Stand Watch, Unobtrusive 
  Ambush, Hand Signs, Menace 
  Shield 
  US 96 
  Parry (Shield) 
  Attack (Shield) 
  Sling 
  CE 74 
  Attack (Sling) 
  Snapshot(Sling), Trick Shooting(Sling) 
  Soft Martial Arts 
  CJE 89 
  Balance, Block (Soft Martial Arts), 
  Footwork, Grapple, Yield 
  Break Fall, Disarm (Unarmed), Escape, Joint Lock, Leaping, 
  Meditation, Side-step, Throws 
  Staff 
  CJE 89 
  Attack (Staff), Parry (Staff) 
  Haymaker 
  Westling 
  PG 157 
  Grapple 
  Bear Hug, Break, Escape, Head Butt 
  Waylay 
  LV 81 
  Lie in Wait, Set Traps, Shadowing 
  Ambush, Camouflage, Land on Target, Snatch and Grab 
  Whip 
  CA 95 
  Attack (Whip) 
   
  Civil Skills 
  Skill 
   
  Basic Knacks 
  Advanced Knacks 
  Acrobat 
  US 93 
  Balance, Footwork 
  Balancing, Break Fall, Circus, Contortion, Juggling, Leaping, 
  Lifting, Rolling, Stunt, Swinging 
  Archaeologist 
  AH 60 
  Occult, Research, Society Lore (Explorer's) 
  Artifact Evaluation, Syrneth Lore, Trap Lore 
  Arson 
  RI 82 
  Mathematics, Street Navigation 
  Architecture, Cartography, Conceal, Natural Philosophy 
  Alchemy 
  SD 84 
  Research 
  Natural Philosophy, Occult, Poison 
  
   
  26 
  Skill 
   
  Basic Knacks 
  Advanced Knacks 
  Artist  
  PG 
  133 
  Note: Start at rank 2 in one knack. 
  Composer, Drawing, Musician (instrument), 
  Sculpting, Singing, Writing 
   
  Bard 
  AV 95 
  Etiquette, History, Oratory, Singing 
  Diplomacy, Herb Lore, Riddles, Sidhe Lore 
  Bomb-making 
  RI 83 
  Blacksmith, Cooper, Mathematics  
  Fuses, Natural Philosophy, Poison 
  Cao Yao (Healer) 
  CJE 
  80 
  Diagnosis, First Aid, Masseur 
  Acupuncture, Compounds, Quack 
  Courtesan 
  VO 92 
  This skill is for Vodacce women only. 
  Note: Start at rank 1 in 3 knacks. 
  Acting, Dancing, Etiquette, Fashion, Jenny, 
  Masseur, Unobtrusive 
  Cold Read, Conceal, Gossip, Mooch, Poison, Politics, Seduction, 
  Sincerity  
  Courtier 
  PG 
  133 
  Dancing, Etiquette, Fashion, Oratory 
  Diplomacy, Gaming, Gossip, Lip Reading, Memorizing, Mooch, 
  Politics, Scheming, Seduction, Sincerity 
  Criminal 
  PG 
  134 
  CM 6 
  Gambling, Shadowing, Stealth 
  Ambush, Cheating, Lockpicking, Pickpocket, Prestidigitation, 
  Quack, Scrounging 
  Doctor 
  PG 
  135 
  CM 6 
  Diagnosis, First Aid 
  Dentist, Examiner, Quack, Surgery, Veterinarian 
  Engineer 
  CA 93 
  Architecture, Drafting, Mathematics 
  Accounting, Cannonsmithing, Natural Philosophy 
  Falconer 
  US 94 
  Bird Handling 
  Animal Training 
  Fence 
  RI 84 
  Appraising, Socializing 
  Haggling, Shopping, Underworld Lore 
  Feng Shui Shi 
  (Geomancer) 
  CJE 
  78 
  Chanting, Gardener, Interior Design, 
  Oratory, Philosophy 
  Astronomy, Cartography, Geomancy, Meditation, Occult, Theology 
  Forger 
  RI 85 
  Calligrapher, Forgery, Paper Maker, 
  Research 
  Conceal, Cryptography 
  Fortune Telling 
  US 94 
  Oratory, Palm Reading 
  Bones, Card Reading, Cold Read, I Ching, Haggling, Occult, Omens, 
  Other Divination(specify) 
  Guide 
  VO 93 
  Note: Start at rank 1 in 3 knacks (Street 
  Navigation must be one of them). 
  Climbing, Ride, Stealth, Street Navigation, 
  Survival, Tracking, Trail Signs. 
  Ambush, Cartography, Direction Sense, Navigation, Swimming. 
  Gwai Liao 
  (Beaurocrat) 
  CJE 
  79 
  Etiquette, Fashion, Mathematics, Oratory, 
  Research, Writing 
  Accounting, Diplomacy, Law, Politics, Scheming, Sincerity 
  Herbalist  
  SD 85 
  Cooking, Diagnosis, First Aid, Flora 
  Compounds, Poison, Quack 
  Hunter 
  PG 
  136 
  Note: Start at rank 1 in 3 knacks. 
  Fishing, Skinning, Stealth, Survival, 
  Tracking, Trail Signs, Traps 
  Ambush, Animal Training 
  Medicine Man 
  IG 79 
  Diagnosis, First Aid, Flora, Religious Lore 
  (own religion) 
  Compounds, Quack, Storytelling 
  Merchant 
  PG 
  137 
  PN 
  100 
  VO 94 
  VV 93 
  Note: Start at rank 2 in one knack. 
  Apothecary, Baker, Barber, Blacksmith, 
  Brewer, Butcher, Calligrapher, Carpenter, 
  Ceramics, Chandler, Cobbler, Confectioner, 
  Cooking, Cooper, Distiller, Dying, 
  Embalmer, Fireworks, Fletcher, Florist, 
  Furrier, Gardener, Glassblower, Gunsmith, 
  Hatter, Innkeeper, Jenny, Jeweler, 
  Kitemaker, Mason, Masseur, Miller, Paper 
  Maker, Perfumer, Potter, Printer, Sail 
  Maker, Scribe, Seamstress, Shipwright, 
  Spinner, Steward, Tailor, Vintner, Weaver, 
  Wigmaker 
  Accounting, Appraising, Architecture, Bartending, Haggling, Tinker 
  Missionary 
  CP 86 
  Note: Cannot also have Monk or Priest. 
  Oratory, Philosophy, Survival  
  Cold Read, Diplomacy, Theology 
  Monk 
  CP 87 
  Note: Cannot also have Missiona ry or 
  Priest. 
  Calligraphy, Menial Tasks, Philosophy, 
  Writing 
  Compounds, Seneschal, Theology 
  Performer 
  PG 
  139 
  US 94 
  US 96 
  Acting, Dancing, Oratory, Singing 
  Animal Training, Circus, Cold Read, Disguise, Juggling, 
  Memorizing, Prestidigitation, Sher Da Shi (snake charmer), Shill, 
  Storytelling 
  Politician 
  MR 
  119 
  Etiquette, Oratory, Socializing 
  Diplomacy, Incitation, Politics, Rabble-rousing, Scheming, Sincerity 
  Priest 
  CA 94 
  CP 85 
  Note: Cannot also have Missionary or 
  Monk. 
  Oratory, Philosophy, Religious Lore (own 
  religion), Writing 
  Diplomacy, Mooch, Theology 
  Professor 
  IC 80 
  Oratory, Research, Writing 
  Law, Mooch, Natural Philosophy, Occult, Politics, Theology, Tinker 
  Rahib (Priest) 
  CE 73 
  Calligraphy, Chanting, History, Menial 
  Tasks, Philosophy, Unobtrusive, Wri ting 
  Diplomacy, Mooch, Occult, Scrounging, Storytelling, Theology 
  Riverboat Pilot 
  EN 83 
  Balance, Knotwork, Rigging, River 
  Navigation 
  Ambush, Bribery, Cartography, Diplomacy, Pilot, Swimming, 
  Weather 
  Sailor 
  PG 
  140 
  Balance, Climbing, Knotwork, Rigging 
  Cartography, Leaping, Navigation, Pilot, Sea Lore, Swimming, 
  Weather 
  Scholar 
  PG 
  141 
  CE 74 
  History, Mathematics, Philosophy, Research 
  Astronomy, Calculus, Law, Natural Philosophy, Occult, Theology 
  Servant 
  PG 
  142 
  Etiquette, Fashion, Menial Tasks, 
  Unobtrusive 
  Accounting, Drive Carriage, Drive Sleigh, Gossip, Haggling, 
  Seneschal, Valet 
  
   
  27 
  Skill 
   
  Basic Knacks 
  Advanced Knacks 
  Shirbaz 
  (Magician) 
  CE 72 
  Etiquette, Fashion, Oratory 
  Cold Read, Pickpocket, Prestidigitation, Sincerity 
  Skald 
  VV 90 
  This skill is for Vesten only. 
  History, Oratory, Singing, Writing 
  Diplomacy, Incitation, Riddles, Rune Lore, Storytelling, Theology 
  Spy 
  PG 
  143 
  US 96 
  Shadowing, Stealth 
  Bribery, Conceal, Cryptography, Disguise, Forgery, Hand Signs, 
  Interrogation, Lip Reading, Memorizing, Poison, Sincerity 
  Streetwise 
  PG 
  144 
  Socializi ng, Street Navigation 
  Scrounging, Shopping, Underworld Lore 
  Teacher 
  SG 83 
  Oratory, Research, Writing 
  Cold Read, Incitation, Leadership, Storytelling, Training 
  Urchin 
  EN 84 
  Stealth, Street Navigation, Survival 
  Conceal, Pickpocket, Scrounging, Sincerity 
  Whaler 
  PN 
  100 
  VV 91 
  WOB 
  107 
  Balance, Knotwork, Throw (Harpoon) 
  Leaping, Poison, Sea Lore, Swimming, Weather 
  Skill Notes 
  Ordained advantage gives the Scholar skill for free. 
  Scoundrel advantage gives the Streetwise skill for free. 
   
  Your maximum rank in any knack as a starting character is 3. 
   
  Recommendations:  Acquire all the skills you think your character will ever require when creating the character.  
  This is when skills are the least expensive.   
  Always get Athlete or Pugilism  skill and increase Footwork knack to 3.  This is your default 
  passive defense! 
   
  Hint!  Acquire advanced knacks only using XP.  This is when they are the least expensive. 
  
   
  28 
  Rank 6 
  Knacks are normally limited to rank 5, but in some cases this is raised to rank 6.  The cost to increase a knack from 5 to 
  6 is 25 XP (not 12 XP as might be expected). 
  The Die Kreuzritter secret society has one person who can train specific knacks to rank 6. (DK 69)  He is: 
   
  Ambush 
   
  = Kazi, at Altamira 
   
  Stealth 
   
  = Kazi, at Altamira 
   
  Tracking 
   
  = Kazi, at Altamira 
  The Invisible College secret society has three people who can train specific knacks to rank 6. (IC 78-79)  They are: 
   
  Mathematics 
   
  = Reimar Derviny, Vestenmannavnjar 
   
  Research 
   
  = Ravenild Hibbot, Avalon 
   
  Natural Philosophy  
  = Alvara Arciniega, Castille 
  The Los Vagos secret society has three people who can train specific knacks to rank 6. (LV 77)  They are: 
   
  Disguise 
   
  = Don Hector Ontiveros 
   
  Footwork 
   
  = Don Cristian Acedo de Lopez del Torres 
   
  Ride 
   
  = Dona Ximena de Gallegos 
  The Rilasciare secret society has three people who can train specific knacks to rank 6. (RI 77-78)  They are: 
   
  Lockpicking 
   
  = Gabriel Menendez de Altamira, Altamira 
   
  Logistics  
   
  = Nolan Chaucer, at Kirk 
   
  Oratory 
   
  = Boris Nicholeivich Sokolov, at Pavtlow  
  The Rose and Cross secret society has three people who can train specific knacks to rank 6. (RC 66)  They are: 
   
  Attack (Fencing)  
   
  = Sprague, at The Dungeon 
   
  Leaping 
   
  = Rachel Mulligan, at Carleon House 
   
  Surgery 
   
  = Marcos San Filipe, at San Cristobal Library 
  The Sophia's Daughters secret society has three people who can train specific knacks to rank 6. (SD 82)  They are: 
   
  History 
   
  = Fidencia Suarez, Rancho Aldana 
   
  Natural Philosophy  
  = Reune Vengasdotter, whereabouts unknown 
   
  Seduction 
   
  = Madame Lorraine Weller, Kirk 
  The Swordsman’s Guild has three people who can train specific knacks to rank 6. (SG 82)  They are: 
   
  Attack(Heavy Weapon)  
  = Hrodgeir, Viddenheim 
   
  Footwork 
   
  = Linnae Knute, Kirk 
   
  Parry(Knife) 
   
  = Sebastien Valroux de Martise, Echine 
  Several combat schools allow members to increase certain knacks to rank 6. 
  Skill Rolls 
  You normally roll "(Trait+Knack) k (Trait)".  If you do not have the skill for a given knack (being at rank 0 of a knack 
  in a skill you do have offers no penalty), you roll "(Trait)k(Trait)" but none of your dice exp lode and you roll against a 
  TN that is 5 higher. 
  The maximum number of dice you can roll is 10.  If you have more than 10 unkept dice, they become kept dice.  If you 
  have more than 10 kept dice, turn each extra into a +10 on your roll.  So "12k11" becomes "10k13" becomes 
  "10k10+30". 
  
   
  29 
  Knacks 
  A character's traits define how good he or she is at doing things.  The skill each knack is available in is listed, with a '*' 
  used to indicate that it is an advanced knack in that skill. 
   
  Knack 
   
  Skill 
  Description 
  Accounting 
  CA 93 
  CJE 79 
  PG 138 
  PG 142 
  Engineer * 
  Gwai Liao * 
  Merchant* 
  Servant* 
   
  Acting 
  PG 139 
  VO 92 
  Courtesan 
  Performer 
   
  Acupuncture 
  CJE 80 
  Cao Yao * 
   
  Ambush 
  EN 84 
  LV 81 
  PG 135 
  PG 137 
  PG 153 
  PN 99 
  SH 93 
  SH 94 
  VO 94 
  Bodyguard * 
  Captain* 
  Commander* 
  Criminal* 
  Guide* 
  Hunter* 
  Riverboat Pilot* 
  Sentry * 
  Waylay * 
   
  Animal Training 
  PG 137 
  PG 139 
  PG 157 
  US 94 
  Falconer* 
  Hunter* 
  Performer* 
  Rider* 
   
  Apothecary 
  VV 93 
  Merchant 
   
  Appraising 
  PG 138 
  RI 84 
  Fence 
  Merchant* 
   
  Architecture 
  CA 93 
  VV 93 
  RI 82 
  Arson * 
  Engineer 
  Merchant * 
   
  Artifact Evaluation 
  AH 60 
  Archaeologist* 
   
  Artillery 
  PG 153 
  Commander* 
   
  Astronomy 
  CJE 78 
  PG 142 
  Feng Shui Shi * 
  Scholar* 
   
  Attack (Blowpipe) 
  CJE 91 
  Blowpipe 
   
  Attack (Bow) 
  PG 151 
  Archer 
   
  Attack (Buckler) 
  PG 153 
  Buckler* 
  1k1 damage. (CM 6) 
  Attack (Chain) 
  CJE 90 
  Chain 
   
  Attack (Crossbow) 
  PG 153 
  Crossbow 
   
  Attack (Dirty Fighting) 
  PG 154 
  Dirty Fighting 
   
  Attack (Exotic Paired Weapon) 
  CJE 91 
  Exotic Paired Weapons 
   
  Attack (Fencing) 
  PG 154 
  Fencing 
   
  Attack (Firearms) 
  PG 155 
  Firearms 
   
  Attack (Hand Axe) 
  US 96 
  Hand Axe 
   
  Attack (Hard Martial Arts) 
  CJE 88 
  Hard Martial Arts 
   
  Attack (Heavy Weapon) 
  PG 155 
  Heavy Weapon 
   
  Attack (Improvised Weapon) 
  PG 154 
  Dirty Fighting* 
   
  Attack (Knife) 
  PG 155 
  Knife 
   
  Attack (Panzerhand) 
  PG 156 
  Panzerhand 
   
  Attack (Polearm) 
  PG 156 
  Polearm 
  Used for bayonets as well. 
  Attack (Pugilism) 
  PG 156 
  Pugilism 
   
  Attack (Shield)  
  US 96 
  Shield * 
   
  Attack (Sling) 
  CE 74 
  Sling 
   
  Attack (Staff) 
  CJE 89 
  Staff 
   
  Attack (Whip) 
  CA 95 
  Whip 
   
  Baker 
  VV 93 
  Merchant 
   
  Balance 
  CJE 88 
  CJE 89 
  EN 83 
  PG 140 
  PN 100 
  US 94 
  VV 91 
  Acrobat 
  Hard Martial Arts 
  Riverboat Pilot 
  Sailor 
  Soft Martial Arts 
  Whaler 
   
  Balancing 
  CJE 77 
  Acrobat * 
  Used for balancing objects such as spinning plates.  
  Barber 
  PG 137 
  Merchant 
   
  Bartending 
  PG 138 
  Merchant* 
   
  
   
  30 
  Knack 
   
  Skill 
  Description 
  Bear Hug 
  PG 157 
  Wrestling* 
   
  Bind (Chain) 
  CJE 90 
  Chain * 
   
  Bird Handling 
  US 94 
  Falconer 
   
  Blacksmith 
  PG 137 
  RI 83 
  Bomb-making 
  Merchant 
   
  Block 
  CJE 88 
  CJE 89 
  Hard Martial Arts 
  Soft Martial Arts 
   
  Bones 
  US 95 
  Fortune Telling* 
   
  Break 
  PG 157 
  Wrestling* 
   
  Break Fall 
  CJE 88 
  CJE 89 
  PG 152 
  US 94 
  Acrobat* 
  Athlete* 
  Hard Martial Arts * 
  Soft Martial Arts * 
   
  Brewer 
  VV 93 
  Merchant 
   
  Bribery 
  EN 84 
  PG 143 
  PN 99 
  Captain* 
  Riverboat Pilot* 
  Spy* 
   
  Butcher 
  PG 137 
  Merchant 
   
  Calculus 
  CE 74 
  Scholar 
  Your rank in this skill may not exceed your Mathematics 
  rank.  Non-Crescent characters cannot start with a rank in 
  this knack. 
  Calligrapher 
  CE 73 
  CP 87 
  PG 137 
  RI 85 
  Forger 
  Merchant 
  Monk 
  Rahib 
   
  Camouflage 
  LV 82 
  Waylay * 
   
  Cannonsmithing 
  CA 93 
  Engineer * 
   
  Card Reading 
  US 95 
  Fortune Telling* 
   
  Carpenter 
  PN 100 
  VV 93 
  Merchant 
   
  Cartography 
  CJE 78 
  EN 84 
  PG 140 
  PG 153 
  PN 99 
  RI 83 
  VO 94 
  Arson* 
  Captain* 
  Commander* 
  Feng Shui Shi * 
  Guide* 
  Riverboat Pilot* 
  Sailor* 
   
  Cavalry Attack 
  CE 74 
  Fencing * 
   
  Ceramics 
  PG 137 
  Merchant 
   
  Chandler 
  PG 137 
  Merchant 
   
  Chanting 
  CE 73 
  CJE 78 
  Feng Shui Shi 
  Rahib 
   
  Cheating 
  PG 135 
  Criminal* 
   
  Circus 
  PG 139 
  US 94 
  Acrobat* 
  Performer* 
   
  Climbing 
  PG 140 
  PG 152 
  VO 93 
  Athlete 
  Guide 
  Sailor 
   
  Cobbler 
  VV 93 
  Merchant 
   
  Cold Read 
  CE 72 
  CP 86 
  PG 140 
  SG 83 
  SH 93 
  VO 92 
  US 95 
  Bodyguard * 
  Courtesan* 
  Fortune Telling* 
  Missionary * 
  Performer * 
  Shirbaz * 
  Teacher * 
   
  Composer 
  PG 133 
  Artist  
   
  Compounds 
  CJE 80 
  CP 87 
  IG 79 
  SD 85 
  Cao Yao * 
  Herbalist* 
  Medicine Man * 
  Monk * 
   
  Conceal 
  EN 85 
  PG 143 
  RI 83 
  RI 85 
  SH 93 
  VO 92 
  Arson * 
  Bodyguard * 
  Courtesan* 
  Forger* 
  Spy* 
  Urchin* 
   
  Confectioner 
  VV 93 
  Merchant 
   
  Contortion 
  US 94 
  Acrobat* 
   
  
   
  31 
  Knack 
   
  Skill 
  Description 
  Cooking 
  PG 138 
  SD 85 
  Herbalist  
  Merchant 
   
  Cooper 
  PG 138 
  RI 83 
  Bomb-making 
  Merchant 
   
  Corps-a-corps 
  CJE 88 
  Hard Martial Arts * 
   
  Cryptography 
  PG 143 
  RI 85 
  Forger* 
  Spy* 
   
  Dancing 
  PG 133 
  PG 139 
  VO 92 
  Courtesan 
  Courtier 
  Performer 
   
  Dentist 
  PG 136 
  Doctor* 
   
  Diagnosis 
  CJE 80 
  IG 79 
  PG 136 
  SD 85 
  Cao Yao 
  Doctor 
  Herbalist  
  Medicine Man 
   
  Diplomacy 
  CJE 79 
  EN 84 
  CA 94 
  CE 73 
  CP 86 
  MR 120 
  PG 134 
  PG 153 
  PN 99 
  VV 91 
  Bard* 
  Captain* 
  Commander* 
  Courtier* 
  Gwai Liao * 
  Missionary * 
  Politician * 
  Priest * 
  Rahib * 
  Riverboat Pilot* 
  Skald * 
   
  Direction Sense 
  VO 94 
  Guide* 
   
  Disarm 
  CJE 89 
  Soft Martial Arts * 
   
  Disguise 
  PG 140 
  PG 143 
  Performer* 
  Spy* 
   
  Distiller 
  VV 93 
  Merchant 
   
  Double Parry 
  CJE 91 
  Exotic Paired Weapons 
  * 
   
  Drafting 
  CA 94 
  Engineer 
   
  Drawing 
  PG 133 
  Artist  
   
  Drive Carriage 
  PG 142 
  Servant* 
   
  Drive Sleigh 
  US 96 
  Servant* 
   
  Dying 
  PG 138 
  Merchant 
   
  Ear Clap 
  PG 156 
  Pugilism* 
   
  Embalmer 
  PG 138 
  Merchant 
   
  Entangle 
  CA 95 
  CJE 90 
  Cloak * 
  Chain * 
   
  Escape 
  PG 157 
  CJE 89 
  Soft M artial Arts * 
  Wrestling* 
   
  Etiquette 
  CE 72 
  CJE 79 
  MR 119 
  PG 133 
  PG 142 
  SH 94 
  VO 92 
  Bard 
  Courtesan 
  Courtier 
  Gwai Liao 
  Politician 
  Sentry 
  Servant 
  Shirbaz 
   
  Examiner 
  PG 136 
  Doctor* 
   
  Eye-gouge 
  PG 154 
  Dirty Fighting* 
   
  Fashion 
  CE 72 
  CJE 79 
  PG 134 
  PG 142 
  VO 92 
  Courtesan 
  Courtier 
  Gwai Liao 
  Servant 
  Shirbaz 
   
  Fireworks 
  CJE 83 
  Merchant 
   
  First Aid 
  CJE 80 
  IG 79 
  PG 136 
  SD 85 
  Cao Yao 
  Doctor 
  Herbalist  
  Medicine Man 
   
  Fishing 
  PG 136 
  Hunter 
   
  Fletcher 
  CJE 91 
  PG 138 
  PG 151 
  PG 154 
  Archer 
  Blowpipe 
  Crossbow 
  Merchant 
   
  
   
  32 
  Knack 
   
  Skill 
  Description 
  Flora 
  IG 79 
  SD 85 
  Herbalist  
  Medicine Man 
   
  Florist 
  VV 93 
  Merchant 
   
  Footwork 
  CJE 88 
  CJE 89 
  PG 152 
  PG 156 
  US 94 
  Acrobat 
  Athlete 
  Hard Martial Arts 
  Pugilism 
  Soft Martial Arts 
   
  Forgery 
  PG 143 
  RI 85 
  Forger 
  Spy * 
   
  Furrier 
  PG 138 
  Merchant 
   
  Fuses 
  RI 84 
  Bomb-making * 
   
  Gambling 
  PG 134 
  Criminal 
   
  Gaming 
  PG 134 
  Courtier * 
   
  Gardener 
  CJE 78 
  PG 138 
  Feng Shui Shi 
  Merchant 
   
  Geomancy 
  CJE 78 
  Feng Shui Shi * 
   
  Glassblower 
  PG 138 
  Merchant 
   
  Gossip 
  PG 134 
  PG 142 
  VO 93 
  Courtesan * 
  Courtier * 
  Servant * 
   
  Grapple 
  CJE 89 
  PG 157 
  Soft Martial Arts 
  Wrestling 
   
  Gunnery 
  PG 153 
  PN 99 
  Captain* 
  Commander* 
   
  Gunsmith 
  VV 93 
   Merchant 
   
  Haggling 
  PG 138 
  PG 143 
  RI 84 
  US 95 
  Fence * 
  Fortune Telling * 
  Merchant * 
  Servant * 
   
  Hand Signs 
  PG 143 
  SH 94 
  Sentry * 
  Spy * 
   
  Hatter 
  VV 93 
  Merchant 
   
  Haymaker 
  CJE 88 
  Staff * 
   
  Head Butt 
  PG 157 
  Wrestling* 
   
  Herb Lore 
  AV 95 
  Bard * 
   
  History 
  CE 73 
  PG 141 
  VV 91 
  Bard 
  Rahib 
  Scholar 
  Skald 
   
  Horse Archery 
  PG 151 
  Archer* 
   
  I Ching 
  CJE 81 
  Fortune Telling * 
   
  Incitation 
  MR 119 
  PG 153 
  PN 99 
  SG 84 
  VV 91 
  Captain * 
  Commander * 
  Politician * 
  Skald * 
  Teacher * 
   
  Innkeeper 
  PG 138 
  Merchant 
   
  Interior Design 
  CJE 78 
  Feng Shui Shi * 
   
  Interpose 
  SH 93 
  Bodyguard 
  Use to protect someone else. 
  Your TN to be hit is reduced by 10 (min 5); client can use 
  your rank in this as their PD. 
  As AD, you take the damage; if you take a DW you gain a 
  DD. 
  Interrogation 
  PG 143 
  Spy* 
   
  Jab 
  PG 156 
  CJE 88 
  Hard Martial Arts 
  Pugilism 
   
  Jenny 
  PG 138 
  VO 92 
  Courtesan 
  Merchant 
   
  Jeweler 
  PG 138 
  Merchant 
   
  Joint Lock 
  CJE 89 
  Soft Martial Arts * 
   
  Juggling 
  US 94 
  Acrobat * 
  Performer * 
   
  Kick 
  PG 154 
  CJE 88 
  Dirty Fighting* 
  Hard Martial Arts * 
  0k2 damage. (CM 6) 
  Kite Maker 
  CJE 83 
  Merchant 
   
  Knife Hand 
  CJE 88 
  Hard Martial Arts * 
   
  
   
  33 
  Knack 
   
  Skill 
  Description 
  Knotwork 
  EN 83 
  PG 140 
  PN 100 
  VV 92 
  Riverboat Pilot 
  Sailor 
  Whaler 
   
  Land on Target  
  LV 82 
  Waylay * 
   
  Law 
  CJE 79 
  IC 80 
  PG 142 
  Gwai Liao * 
  Professor * 
  Scholar * 
   
  Leadership 
  PG 153 
  PN 99 
  SG 84 
  Captain* 
  Commander* 
  Teacher * 
   
  Leaping 
  CJE 88 
  CJE 89 
  PG 140 
  PG 152 
  PN 100 
  US 94 
  VV 92 
  Acrobat* 
  Athlete* 
  Hard Martial Arts * 
  Sailor* 
  Soft Martial Arts * 
  Whaler* 
   
  Lie in Wait 
  LV 81 
  Waylay 
   
  Lifting 
  PG 152 
  US 94 
  Acrobat* 
  Athlete* 
   
  Lip Reading 
  PG 134 
  PG 144 
  Courtier* 
  Spy* 
   
  Lockpicking 
  PG 135 
  Criminal* 
   
  Logistics 
  PG 153 
  PN 99 
  Captain* 
  Commander* 
   
  Long Distance Running 
  PG 152 
  Athlete* 
   
  Mason 
  VV 93 
  Merchant 
   
  Masseur 
  CJE 80 
  PG 138 
  VO 92 
  Cao Yao 
  Courtesan 
  Merchant 
   
  Mathematics 
  CA 93 
  CJE 79 
  PG 141 
  RI 82 
  RI 84 
  Arson 
  Bomb-making 
  Engineer 
  Gwai Liao 
  Scholar 
   
  Meditation 
  CJE 78 
  CJE 89 
  Feng Shui Shi * 
  Soft Martial Arts * 
   
  Memorizing 
  US 96 
  Courtier* 
  Performer* 
  Spy* 
   
  Menace 
  SH 94 
  SH 95 
  Bodyguard * 
  Sentry * 
  Can Intimidate with Resolve + Menace. 
  Menial Tasks 
  CE 73 
  CP 87 
  PG 142 
  Monk 
  Rahib 
  Servant 
   
  Miller 
  PG 138 
  Merchant 
   
  Mooch 
  CA 94 
  CE 73 
  IC 80 
  PG 134 
  VO 93 
  Courtesan* 
  Courtier* 
  Priest * 
  Professor * 
  Rahib * 
   
  Mounting 
  PG 157 
  Rider* 
   
  Musician (Instrument) 
  PG 133 
  Artist  
   
  Natural Philosophy 
  CA 93 
  IC 80 
  PG 142 
  RI 83 
  RI 84 
  SD 84 
  Alchemy * 
  Arson* 
  Bomb-making* 
  Engineer * 
  Professor * 
  Scholar* 
   
  Navigation 
  PG 140 
  VO 94 
  Guide* 
  Sailor* 
   
  Occult 
  CE 73 
  CJE 78 
  IC 80 
  PG 142 
  SD 84 
  US 95 
  Alchemy * 
  Archaeologist * 
  Feng Shui Shi * 
  Fortune Telling* 
  Professor * 
  Rahib * 
  Scholar* 
   
  Omens 
  US 95 
  Fortune Telling* 
   
  
   
  34 
  Knack 
   
  Skill 
  Description 
  Oratory 
  CA 94 
  CE 72 
  CJE 78 
  CJE 79 
  CP 86 
  IC 80 
  MR 119 
  PG 134 
  PG 139 
  SG 83 
  US 95 
  VV 91 
   
  Bard 
  Courtier 
  Feng Shui Shi 
  Fortune Telling 
  Gwai Liao 
  Missionary 
  Performer 
  Politician 
  Priest 
  Professor 
  Shirbaz 
  Skald 
  Teacher 
   
  Other Divination (specify) 
  US 95 
  Fortune Telling* 
  Choose another form of fortune telling. 
  Palm Reading 
  US 95 
  Fortune Telling 
   
  Paper Maker 
  PG 138 
  RI 85 
  Forger 
  Merchant 
   
  Parry (Buckler) 
  PG 152 
  Buckler 
   
  Parry (Cloak) 
  CA 95 
  Cloak 
   
  Parry (Exotic Paired Weapon) 
  CJE 91 
  Exotic Paired Weapons 
   
  Parry (Fencing)  
  PG 154 
  Fencing 
   
  Parry (Hand Axe) 
  US 96 
  Hand Axe 
   
  Parry (Heavy Weapon) 
  PG 155 
  Heavy Weapon 
   
  Parry (Improvised Weapon) 
  PG 154 
  Dirty Fighting* 
   
  Parry (Knife) 
  PG 155 
  Knife 
   
  Parry (Panzerhand)  
  PG 156 
  Panzerhand 
   
  Parry (Polearm) 
  PG 156 
  Polearm 
   
  Parry (Shield) 
  US 96 
  Shield 
   
  Parry (Staff) 
  CJE 89 
  Staff 
   
  Perfumer 
  VO 94 
  VV 93 
  Merchant 
   
  Philosophy 
  CA 94 
  CE 73 
  CJE 78 
  CP 86 
  PG 141 
  Feng Shui Shi 
  Missionary 
  Monk 
  Priest 
  Rahib 
  Scholar 
   
  Pickpocket 
  CE 72 
  EN 85 
  PG 135 
  Criminal* 
  Shirbaz * 
  Urchin* 
   
  Pilot 
  EN 84 
  PG 141 
  Riverboat Pilot* 
  Sailor* 
   
  Poison 
  CJE 91 
  PG 144 
  PN 100 
  RI 84 
  SD 85 
  VO 93 
  VV 92 
  Alchemy * 
  Blowpipe * 
  Bomb-making* 
  Courtesan* 
  Herbalist * 
  Spy* 
  Whaler* 
   
  Politics 
  CJE 79 
  PG 134 
  IC 80 
  MR 120 
  VO 93 
  Courtesan* 
  Courtier* 
  Gwai Liao * 
  Politician * 
  Professor * 
   
  Potter 
  PG 138 
  Merchant 
   
  Prestidigitation 
  CE 72 
  PG 135 
  PG 140 
  Criminal* 
  Performer* 
  Shirbaz * 
   
  Printer 
  VV 93 
  Merchant 
   
  Quack 
  CJE 80 
  IG 79 
  PG 134 
  PG 136 
  SD 85 
  Cao Yao * 
  Criminal* 
  Doctor* 
  Herbalist* 
  Medicine Man * 
   
  Rabble-Rousing 
  MR 120 
  Politician * 
   
  Religious Lore 
  IG 79 
  Medicine Man 
  Priest 
   
  Reload (Chu-ko-nu) 
  CJE 83 
  Crossbow* 
   
  Reload (Crossbow) 
  PG 154 
  Crossbow* 
   
  Reload (Firearms) 
  PG 155 
  Firearms* 
   
  
   
  35 
  Knack 
   
  Skill 
  Description 
  Research 
  CJE 79 
  IC 80 
  PG 141 
  RI 85 
  SD 84 
  SG 83 
  Alchemy 
  Archaeologist 
  Forger 
  Gwai Liao 
  Professor 
  Scholar 
  Teacher 
   
  Riddles 
  AV 95 
  VV 91 
  Bard* 
  Skald * 
   
  Ride (Elephant) 
  CJE 83 
  Rider * 
   
  Ride (Horse) 
  PG 157 
  VO 93 
  Guide 
  Rider 
   
  Rigging 
  EN 84 
  PG 140 
  Riverboat Pilot 
  Sailor 
   
  River Navigation 
  EN 84 
  Riverboat Pilot 
   
  Rocketry 
  CJE 84 
  Commander * 
  Use as attack knack for rockets. 
  Rolling 
  PG 152 
  US 94 
  Acrobat* 
  Athlete* 
   
  Rune Lore 
  VV 91 
  Skald * 
   
  Sail Maker 
  PG 138 
  Merchant 
   
  Scheming 
  CJE 79 
  MR 119 
  PG 134 
  Courtier * 
  Gwai Liao * 
  Politician * 
   
  Scribe 
  PG 138 
  Merchant 
   
  Scrounging 
  CE 73 
  EN 85 
  PG 135 
  PG 144 
  Criminal* 
  Rahib 
  Streetwise* 
  Urchin* 
   
  Sculpting 
  PG 133 
  Artist  
   
  Sea Lore 
  PG 141 
  PN 100 
  VV 92 
  Sailor* 
  Whaler* 
   
  Seamstress 
  PG 138 
  Merchant 
   
  Seduction 
  PG 134 
  VO 93 
  Courtesan* 
  Courtier* 
   
  Seneschal 
  CP 87 
  PG 143 
  Monk * 
  Servant* 
   
  Set Defense 
  PG 156 
  Polearm* 
   
  Set Traps 
  LV 81 
  Waylay 
   
  Shadowing 
  LV 81 
  PG 134 
  PG 143 
  SH 93 
  Bodyguard 
  Criminal 
  Spy 
  Waylay 
   
  Sher Da Shi 
  CHE 84 
  Performer* 
  Cathayan snake charmer. 
  Shill 
  US 96 
  Performer* 
   
  Shipwright 
  PN 100 
  VV 93 
  Merchant 
   
  Shopping 
  PG 144 
  RI 85 
  Fence* 
  Streetwise* 
   
  Side-step 
  CJE 89 
  PG 152 
  Athlete* 
  Soft Martial Arts * 
   
  Sidhe Lore 
  AV 95 
  Bard* 
   
  Sincerity 
  CE 73 
  CJE 79 
  EN 85 
  PG 134 
  PG 144 
  VO 93 
  Courtesan* 
  Courtier* 
  Gwai Liao * 
  Shirbaz * 
  Spy* 
  Urchin* 
   
  Singing 
  PG 133 
  PG 139 
  VV 91 
  Artist  
  Bard 
  Performer 
  Skald 
   
  Skinning 
  PG 136 
  Hunter 
   
  Snapshot (Bow) 
  PG 151 
  Archer* 
   
  Snapshot (Sling) 
  CE 74 
  Sling * 
   
  Snatch and Grab 
  LV 82 
  Waylay * 
   
  Socializing 
  MR 119 
  PG 144 
  RI 84 
  Fence 
  Politician 
  Streetwise 
   
  Society Lore (Explorer's)  
  AH 60 
  Archaeologist 
   
  Spinner 
  PG 138 
  Merchant 
   
  
   
  36 
  Knack 
   
  Skill 
  Description 
  Sprinting 
  PG 152 
  Athlete 
   
  Stand Watch 
  SH 94 
  Sentry 
  Use to resist moving or distractions. 
  Also use for noticing someone sneaking past your station. 
  Stealth 
  EN 84 
  PG 126 
  PG 135 
  PG 143 
  VO 93 
  Criminal 
  Guide 
  Hunter 
  Spy 
  Urchin 
   
  Steward 
  PG 138 
  Merchant 
   
  Storytelling 
  CE 73 
  IG 79 
  PG 140 
  SG 84 
  VV 91 
  Medicine Man * 
  Performer* 
  Rahib * 
  Skald * 
  Teacher * 
   
  Strategy 
  PG 153 
  PN 99 
  Captain 
  Commander 
   
  Street Navigation 
  EN 84 
  PG 144 
  RI 82 
  VO 93 
  Arson 
  Guide 
  Streetwise 
  Urchin 
   
  Stunt 
  US 94 
  Acrobat* 
   
  Surgery 
  PG 136 
  Doctor* 
   
  Survival 
  CP 86 
  EN 84 
  PG 136 
  VO 93 
  Guide 
  Hunter 
  Missionary 
  Urchin 
   
  Swimming 
  EN 84 
  PG 141 
  PG 152 
  PN 100 
  VO 94 
  VV 92 
  Athlete* 
  Guide* 
  Riverboat Pilot* 
  Sailor* 
  Whaler* 
   
  Swinging 
  PG 152 
  US 94 
  Acrobat* 
  Athlete* 
   
  Syrneth Lore 
  AH 60 
  Archaeologist* 
   
  Tactics 
  PG 153 
  PN 99 
  Captain 
  Commander 
   
  Tailor 
  PG 138 
  Merchant 
   
  Theology 
  CA 94 
  CE 73 
  CJE 78 
  CP 86 
  IC 80 
  PG 142 
  VV 91 
  Feng Shui Shi * 
  Missionary * 
  Monk * 
  Priest * 
  Professor * 
  Rahib 
  Scholar* 
  Skald * 
   
  Throat Strike 
  PG 154 
  CJE 88 
  Dirty Fighting * 
  Hard Martial Arts * 
   
  Throw (Exotic Thrown Weapon) 
  CJE 91 
  Exotic Thrown 
  Weapons 
   
  Throw (Hand Axe) 
  US 96 
  Hand Axe * 
   
  Throw (Harpoon) 
  PN 100 
  VV 92 
  Whaler 
   
  Throw (Improvised Weapon) 
  PG 154 
  Dirty Fighting * 
   
  Throw (Knife) 
  PG 155 
  Knife * 
   
  Throwing 
  PG 152 
  Athlete 
  May not be used to attack. (CM 6) 
  Throws 
  CJE 90 
  Soft Martial Arts * 
   
  Tinker 
  IC 80 
  VV 93 
  Merchant * 
  Professor * 
   
  Tracking 
  PG 137 
  VO 93 
  Guide 
  Hunter 
   
  Trail Signs 
  PG 137 
  VO 93 
  Guide 
  Hunter 
   
  Training 
  SG 84 
  Teacher * 
   
  Trap Lore 
  AH 60 
  Archaeologist * 
   
  Traps 
  PG 137 
  Hunter 
   
  Trick Riding 
  PG 157 
  Rider* 
   
  Trick Shooting (Blowpipe) 
  CJE 91 
  Blowpipe * 
   
  Trick Shooting (Bow) 
  PG 152 
  Archer * 
   
  Trick Shooting (Sling)  
  CE 74 
  Sling * 
   
  
   
  37 
  Knack 
   
  Skill 
  Description 
  Trick Throwing 
  CJE 91 
  Exotic Thrown 
  Weapons * 
   
  Underworld Lore 
  PG 144 
  RI 85 
  Fence* 
  Streetwise* 
   
  Unobtrusive 
  CE 73 
  PG 142 
  SH 93 
  SH 94 
  VO 92 
  Bodyguard 
  Courtesan 
  Rahib 
  Sentry 
  Servant 
   
  Uppercut 
  PG 156 
  PG 156 
  Panzerhand * 
  Pugilism * 
   
  Valet 
  PG 143 
  Servant* 
   
  Veterinarian 
  PG 136 
  Doctor* 
   
  Vintner 
  PG 138 
  Merchant 
   
  Weather 
  EN 84 
  PG 141 
  PN 100 
  VV 92 
  Riverboat Pilot* 
  Sailor* 
  Whaler* 
   
  Weaver 
  PG 138 
  Merchant 
   
  Wigmaker 
  VV 93 
  Merchant 
   
  Writing 
  CP 87 
  CA 94 
  CE 73 
  CJE 79 
  IC 80 
  PG 133 
  SG 83 
  VV 91 
  Artist  
  Gwai Liao 
  Monk 
  Priest 
  Professor 
  Rahib 
  Skald 
  Teacher 
   
  Yield 
  CJE 89 
  Soft Martial Arts 
   
  
   
  38 
  Equipment 
  Weapons (PG 24 + PG 194 + KM 67-68) 
  Weapon 
  Cost 
  Damage 
  Short Range 
  Long Range  
  Reload 
  Fist 
  free 
  0k1 
  - 
  - 
  - 
  Arquebus (KM 67) 
  15 g 
  5k3 
  3 to 35 yd = -10 to hit 
  70 yd = -15 to hit 
  30 actions 
  When firing, roll on the Weather Table; a roll of over 15 means the match has gone out and must be relit (1 action). 
  Battle Axe 
  8 g 
  3k2 
  - 
  - 
  - 
  Bayonet 
  3 g 
  3k2 
  - 
  - 
  - 
  Blunderbuss (KM 68) 
  20 g 
  1 yd: 5k4 
  Short: 5k3 
  Long: 3k2 
  3 to 10 yd = -0 to hit 
  20 yd = -20 to hit 
  25 actions 
  At long range and when fired by Brutes, no firearm damage is considered to have been done. Can be used to attack whole Brute Squads. 
  Boar Spear (EN 99) 
  6 g 
  1k2 
  - 
  - 
  - 
  Bow, Standard 
  8 g 
  2k2 
  75 yd = -5 to hit 
  150 yd = -10 to hit 
  1 action 
  Bow, Long (AV 94) 
  10 g 
  2k2 
  100 yd = -5 to hit 
  200 yd = -10 to hit 
  1 action 
  Broadsword 
  10 g 
  3k2 
  - 
  - 
  - 
  Buckler 
  4 g 
  1k1 
  - 
  - 
  - 
  Carbine (KM 68) 
  20 g 
  4k3 
  3 to 30 yd = -10 to hit 
  60 yd = -15 to hit 
  25 actions 
  Claymore (AV 94) 
  12 g 
  4k2 
  (-1 die to hit) 
  - 
  - 
  - 
  Crossbow 
  12 g 
  2k3 
  50 yd = -5 to hit 
  100 yd = -10 to hit 
  6 actions 
  Cutlass (PN 101) 
  10 g 
  3k2 
  (-1 die to hit)  
  - 
  - 
  - 
  Fencing Sword 
  15 g 
  2k2 
  - 
  - 
  - 
  Harpoon (PN 102) 
  8 g 
  3k2 
  (3k3 vs Whales) 
  (3+Brawn) yd = -0 to hit 
  (5+2*Brawn) yd = -5 to hit 
  - 
  Heavy Weapon 
  8 - 10 g 
  3k2 
  - 
  - 
  - 
  Hand Axe (US 103) 
  6 g 
  2k2 
  (5+Brawn) yd = -0 to hit 
  (10+2*Brawn) yd = -5 to hit 
  - 
  Knife 
  6  g 
  1k2 
  (3+Brawn) yd = -0 to hit 
  (5+2*Brawn) yd = -5 to hit 
  - 
  Knife, Throwing (VO 101) 
  6 g 
  1k1 
  (+5 to hit) 
  (3+Brawn) yd = -0 to hit 
  (5+2*Brawn) yd = -5 to hit 
  - 
  Main-gauche 
  8 g 
  1k2 
  - 
  - 
  - 
  Musket 
  20 g 
  5k3 
  3 to 40 yd = -10 to hit 
  80 yd = -15 to hit 
  30 actions 
  Panzerhand 
  5 g 
  0k2 
  - 
  - 
  - 
  Pistol 
  20 g 
  4k3 
  3 to 15 yd = -10 to hit 
  30 yd = -15 to hit 
  20 actions 
  Pole-arm 
  14 g 
  2k2 
  - 
  - 
  - 
  Shield (US 103) 
  10 g 
  1k1 
  - 
  - 
  - 
  Sling (CE 93) 
  1 g 
  1k2 
  60 yd = -5 to hit 
  120 yd = -10 to hit 
  1 actions 
  Spear (IG XX) 
  6 g 
  3k2 
  (3+Brawn) yd = -0 to hit 
  (5+2*Brawn) yd = -5 to hit 
  - 
  Stiletto (RI 91) 
   
  0k2 
  (+1 die to hit)  
  - 
  - 
  - 
  Whip (CA 105) 
  2 g 
         0k1 
  (-1 to action die for attacking, +5 to initiative total) 
  - 
  - 
  Zweihander (EN 100) 
  20 g 
  3k3 
  - 
  - 
  - 
  Cathayan Weapons (CJE 117-120) 
  Weapon 
  Cost 
  Damage 
  Short Range 
  Long Range 
  Reload 
  Chakram 
  4 qian 
  1k2 
  13 yd = +5 to hit 
  25 yd = -5 to hit 
  - 
  Throwing ring, uses Exotic Thrown skill 
  Chu-ko-nu 
  30 qian 
  1k2 
  30 yd = -5 to hit 
  60 yd = -15 to hit 
  0 actions 
  Repeating crossbow, uses Crossbow skill; m agazine holds 12 bolts; 18 actions to replace magazine 
  Dao 
  12 qian 
  3k2 
  - 
  - 
  - 
  Single-edged broadsword, uses Heavy Weapon skill 
  Darn dao 
  16 qian 
  2k2 
  - 
  - 
  - 
  Small dao, uses Fencing skill 
  Gwon 
  2 qian 
  2k2 
  - 
  - 
  - 
  Long staff, uses Staff skill; +5 to Parry (Staff) 
  Hu tsa 
  14 qian 
  4k2 
  - 
  - 
  - 
  Tiger-hunting trident, uses Polearm skill 
  Jiu jie bien 
  16 qian 
  3k3 
  - 
  - 
  - 
  Nine-section whip, uses Chain skill 
  Kan dao 
  15 qian 
  3k2 
  - 
  - 
  - 
  Single-edged sword, uses Heavy Weapon skill 
  
   
  39 
  Weapon 
  Cost 
  Damage 
  Short Range 
  Long Range 
  Reload 
  Kastane 
  150 qian 
  3k2 
  - 
  - 
  - 
  Ornate sword from Tiakhar; uses Fencing skill 
  Mei far chen 
  22 qian 
  1 point per dart 
  4 yd = -5 to hit 
  7 yd = -15 to hit 
   
  Small blowpipe, uses Blowpipe skill; can hold up to 5 darts; 1 action to reload until empty; 3 actions to refill; +25 to conceal it; you cannot take raises 
  for damage 
  Niu er jian dao 
  9 qian 
  1k2 
  - 
  - 
  - 
  Butterfly knife, uses Knife skill; used in pairs; cannot be thrown; +5 to Parry (Knife) 
  Paku 
  ½ qian 
  1k1 
  (½ Brawn) yd = 0 to hit 
  (Brawn) yd = -10 to hit 
   
  Throwing spikes, uses Exotic Thrown skill; Brawn is not added to damage; Can throw an additional paku by taking a raise, up to 3 paku 
  Rocket 
  60 qian 
  5k4 
  100 yd = -25 to hit 
  200 yd = -35 to hit 
   
  Uses Commander skill; stand holds 30 rockets 
  Sa tjat koen 
  14 qian 
  3k2 
  - 
  - 
  - 
  Three-section flail, uses Chain skill 
  Seurng tjat koen 
  8 qian 
  2k2 
  - 
  - 
  - 
  Two-section flail, uses Chain skill 
  Shi zi jian 
  22 qian 
  2k2 
  - 
  - 
  - 
  Long, flexible sword, uses Fencing skill 
  Shuang gao 
  21 qian 
  2k2 
  - 
  - 
  - 
  Hooked sword, uses Exotic Paired skill; used in pairs 
  Shuang huan 
  11 qian 
  1k2 
  - 
  - 
  - 
  Metal ring with protruding blades, uses Exotic Paired skill; used in pairs 
  Shuang pian yue ya chan 
  18 qian 
  4k2 
  - 
  - 
  - 
  Polearm, uses Polearm skill; one end has a shovel-shaped blade, the other has a hooked blade 
  Shua tou quiang 
  20 qian 
  4k2 
  - 
  - 
  - 
  Double-headed spear, uses Polearm skill 
  Tieh shan gong 
  13 qian 
  0k2 
  - 
  - 
  - 
  War fan, uses Exotic Paired skill 
  Tulwar 
  20 qian 
  2k2 
  - 
  - 
  - 
  Curved sword from Tashil, uses Fencing skill; does not take an action to draw 
  Crescent Weapons  (CE 92-93) 
  Weapon 
  Cost 
  Damage 
  Short Range 
  Long Range  
  Reload 
  Adaga (CE 93) 
  15 g 
  1k2 / 2k2 
  - 
  - 
  - 
  Dilmekiri (CE 93) 
  20 g 
  3k2 
  - 
  - 
  - 
  Katar (CE 92) 
  6 g 
  2k2 
  (-1 die to parry) 
  (-2 die thrown) 
  (3+Brawn) yd = -0 to hit 
  (5+2*Brawn) yd = -5 to hit 
  - 
  Manople (CE 93) 
  20 g 
  2k2 
  - 
  - 
  - 
  Scimitar (CE 93) 
  15 g 
  2k2 
  (+1k1 to lunge) 
  - 
  - 
  - 
  Weapon Supplies (PG 24) 
  Item 
  Cost 
   
  Item 
  Cost 
   
  Item 
  Cost 
  Arrow or Bolt  
   
   
  Belt for scabbard 
  0.5 - 2 g 
   
  Powder measure 
  1 g 
  Normal 
  0.02 g 
   
  Bullet mold 
  0.9 g 
   
  Quiver (20 arrows) 
  1 g 
  Grappling 
  0.40 g 
   
  Extra flint 
  0.10 g 
   
  Sheath 
   
  Gunpowder 
  0.1 g/shot 
   
  Powder flask  
  0.5 g 
   
  Plain 
  1 g 
  Lead Bullets 
  0.05 g/shot 
   
  (10 shots) 
   
   
  Ornamented 
  4+ g 
  Chu-ko-nu bolts 
  (12) 
  3/5 qian 
   
  Musket Rest 
  (+5 to hit) 
  2 g 
   
  Mei Far Chen darts 
  (5) 
  2 qian 
   
  with shield 
  (PD +10 vs missile wpns) 
  +5 g 
   
  Rocket launching 
  stand (holds 30 
  rockets) 
  30 qian 
  Sword Fencing Ring Grip = Gives +5 on Feint attempts but you take 1k1 wounds if disarmed. (VO 101) 
  
   
  40 
  Clothing (PG 24) 
  Item 
  Cost 
   
  Item 
  Cost 
   
  Item 
  Cost 
  Belt               Fancy 
  2+ g 
   
  Gown, exotic 
  7+ g 
   
  Apron            Cloth 
  0.08 g 
  Leather  
  0.50 g 
   
  Jacket           Fancy 
  3+ g 
   
  Leather  
  0.80 g 
  Boots               Fine 
  5+ g 
   
  Plain 
  1 g 
   
  Cape 
  1 g 
  Plain 
  2 g 
   
  Pants             Fancy 
  2+ g 
   
  Climbing Gloves 
  2 g 
  Riding 
  3 g 
   
  Plain 
  0.80 g 
   
  Hat 
  1g 
  Cloak              Fine 
  3 g 
   
  Shirt               Plain 
  0.50 g 
   
  Mask 
  0.30+ g 
  Plain 
  1 g 
   
  Silk 
  2+ g 
   
  Money Belt 
  0.40 g 
  Coat              Fancy 
  5+ g 
   
  Shoes            Fancy 
  2+ g 
   
  Shoes, snow  
  2 g 
  Plain 
  1 g 
   
  Plain 
  0.50 g 
   
  Spectacles 
  5+ g 
  Dress            Fancy 
  5+ g 
   
  Suit                Plain 
  1 g 
   
  Undergarment  
  1+ g 
  Plain 
  2 g 
   
  Silk 
  4+ g 
   
  Tabbard 
  0.80 g 
  Gloves         Cotton 
  0.10 g 
   
   
   
   
  Veil 
  0.05 g 
  Leather  
  0.20 g 
   
   
   
   
  Vest 
  0.40 g 
  Silk 
  2+ g 
   
   
   
   
  Wig 
  1 g 
  Food   (PG 25) 
  Item 
  Cost 
   
  Item 
  Cost 
   
  Item 
  Cost 
  Ale (quart) 
  0.03 g 
   
  Fruit (1 piece) 
  0.02 g 
   
  Rum (bottle) 
  0.10 g 
  Banquet 
  1 g/person 
   
  Fruit, Citrus 
  0.10 g 
   
  Tea 
  5 g/lb 
  Beer (keg) 
  0.20 
   
  Jerky (1 week) 
  1 g 
   
  Wine         Average 
  0.10 g 
  Brandy (bottle) 
  2 g 
   
  Liquor (jigger) 
  0.10 g 
   
  Fine 
  1 g 
  Cider (jar) 
  0.03 g 
   
  Mead (bottle) 
  0.15 g 
   
  Excellent 
  5+ g 
  Dinner 
  0.25 g 
   
  Pork 
  0.15 g/lb 
   
   
   
  Transportation   (PG 24) 
  Item 
  Cost 
   
  Item 
  Cost 
   
  Item 
  Cost 
  Cart               Large 
  40 g 
   
  Donkey 
  35 g 
   
  Bit and Bridle 
  5 g 
  Small 
  25 g 
   
  Horse             Draft 
  50 g 
   
  Harness 
  75 g 
  Coach       2 Horses 
  200 g 
   
  Pony 
  45 g 
   
  Hobbles 
  1 g 
  4 Horses 
  400 g 
   
  Race 
  1000+ g 
   
  Horse Blanket 
  0.50 g 
  6 Horses 
  800 g 
   
  Riding 
  60 g 
   
  Saddle Bags 
  5 g 
  Dog Sled (7 dogs) 
  70 g 
   
  War 
  750 g 
   
  Saddle Blanket 
  0.50 g 
  Passage          Land 
  3g/100 mi 
   
  Mule 
  40 g 
   
  Saddle            Pack 
  10 g 
  Ship 
  5g/100 mi 
   
  Ox 
  90 g 
   
  Riding 
  15 g 
  Sleigh 
  50 g 
   
   
   
   
  Side 
  15 g 
  Wagon     2 Horses 
  60 g 
   
   
   
   
  War 
  30 g 
  4 Horses 
  80 g 
   
   
   
   
  Yoke 
  1 g 
   
  
   
  41 
  Miscellaneous (PG 25) 
  Item 
  Cost 
   
  Item 
  Cost 
   
  Item 
  Cost 
  Backpack 
  0.07 g 
   
  Hourglass 
  5 g 
   
  Rope (50') 
  1 g 
  Balance & Weights 
  14 g 
   
  Ink 
  0.60 g 
   
  Saw 
  3 g 
  Bandage 
  0.30 g 
   
  Lamp Oil 
  0.10 g/hr 
   
  Scissors 
  4 g 
  Basket, Whicker 
  2 g 
   
  Lantern 
  2 g 
   
  Sextant 
  5+ g 
  Beaker, Glass 
  0.75 g 
   
  Lens, Glass 
  13 g 
   
  Shovel 
  1.50 g 
  Bedroll 
  1.25 g 
   
  Litter 
  0.25 g 
   
  Soap 
  3 g 
  Blanket 
  1 g 
   
  Lock (TN 10) 
  5 g 
   
  Splint set 
  0.20 g 
  Book, Blank (100 pg) 
  1 g 
   
  Lockpicks 
  10 g 
   
  Spike, Iron 
  0.20 g 
  Book, Scholarly 
  1-10 g 
   
  Mallet 
  0.50 g 
   
  Spike, Wooden 
  0.10 g 
  Brazier 
  25 g 
   
  Mattocks 
  2 g 
   
  String (50 ft) 
  0.25 g 
  Candle 
  0.50 g 
   
  Map or scroll tube 
  1 g 
   
  Surgical Kit 
  100 g 
  Chain 
  1 g/ft 
   
  Mess Kit 
  2 g 
   
  Telescope 
  5+ g 
  Chalk (12 pieces) 
  1 g 
   
  Mirror, Full Length 
  25+ g 
   
  Tent (2 man) 
  10 g 
  Chisel 
  0.50 g 
   
  Mirror, Small 
  10 g 
   
  Thread (10') 
  0.10 g 
  Clock, Pendulum 
  200 g 
   
  Mortar & Pestle 
  3 g 
   
  Tweezers 
  0.25 g 
  Clock, Water 
  40 g 
   
  Nails 
  2 g/lb. 
   
  Vial, Glass 
  0.10 g 
  Compass 
  1+ g 
   
  Needle, Sewing 
  0.30 g 
   
  Wax, Sealing 
  0.10 g/seal 
  Crowbar 
  1 g 
   
  Pavilion (10 man) 
  40 g 
   
  Whetstone 
  1 g 
  Crucible 
  5 g 
   
  Pen 
  5 - 15 g 
   
  Whistle 
  1 g 
  Dice (wooden) 
  0.25 g 
   
  Pick, Climbing 
  2 g 
   
  Wire, Iron (10') 
  0.30 g 
  File 
  0.15 g 
   
  Pick, Rock 
  0.75 g 
   
   
   
  Flask, Glass 
  0.40 g 
   
  Pillow 
  0.50 g 
   
   
   
  Grappling Hook 
  2 g 
   
  Pole (10') 
  0.01 g 
   
   
   
  Hammer 
  0.75 g 
   
  Prism 
  15 g 
   
   
   
  Hatchet 
  1 g 
   
  Razor 
  2 g 
   
   
   
   
   
  
   
  42 
  Other Information 
  Characters have a number of calculated values and other numbers used during game play.  They are described here. 
  Drama Dice 
  Your character has a number of Drama Dice equal to their lowest Trait. 
  Drama dice can be used at any time to add 1 kept die to any die roll… after you see whether the roll was successful or 
  not!  You can also use them to activate a hubris in an NPC, to activate your virtue, for sorcery, or to prevent being 
  knocked out. 
  Passive Defense  (PG 191-192) 
  During combat, when someone tries to hit your character, they roll against your passive defense target number (TN).  
  Generally, your TN depends on your rank in the appropriate athletic knack. The Default defense is used when on your 
  feet.  Other  defenses are used when doing specific actions.  When not prone and not under a non-default activity, you 
  may use your rank in a Parry knack for your passive defense get a TN=5+(Parry*5). 
  Regardless of your defense, you may make an Active Defense using the same knack as was used for your Passive 
  Defense (you cannot use a different knack for the Active Defense).  For example, if you used Parry for passive, you 
  must use it for Active.  If you used Riding for your Passive Defense, you must use it for Active.   
   
  Activity 
  Passive Defense 
   
  Activity 
  Passive Defense 
   
  Activity 
  Passive Defense 
  Default 
  5 + (Footwork*5) 
   
  Riding 
  5 + (Riding*5) 
   
  Swinging 
  5 + (Swinging*5) 
  Climbing 
  5 + (Climbing*5) 
   
  Rolling 
  5 + (Rolling*5) 
   
  Swimming 
  5 + (Swimming*5) 
  Leaping 
  5 + (Leaping*5) 
   
  Running 
  5 + (Sprinting*5) 
   
  Unstable Surface 
  5 + (Balance*5) 
  Wounds (PG 128-129) 
  Flesh Wounds are taken when your character takes damage.  Each time the character takes damage, you need to make a 
  Wounds Check.  This roll is (Brawn)k(Brawn).  If this roll is less than your number of flesh wounds, you take a 
  Dramatic Wound.  If you have the Toughness advantage, you get 1 extra unkept die on this roll. 
  A character can take only so many Dramatic Wounds.  If a character takes (Resolve) Dramatic Wounds, the character is 
  Crippled  and your dice do not explode .  
  If a character takes 2*(Resolve) Dramatic Wounds, they are Knocked Out. 
  
   
  43 
  Wealth and Income (PG 131-132) 
  Characters start with 3 months of income, a set of clothes, and a single weapon (CM 25).  Monthly income is zero unless 
  you purchase one of the advantages which give you an income (some depend on the number of HP spent on the 
  advantage): 
   
  Advantage 
  Description 
  Commission (Army) 
  8/month (2 HP), 20g/month (4 HP), 50g/month (6 HP), 75g/month (8HP). 
  Commission (Navy) 
  10g/month (2 HP), 25g/month (4 HP), 60g/month (6 HP), 90g/month (8HP). 
  Gentry 
  No income, but start with 10,000g. 
  Governor 
  50 g/month plus extra if embezzle. 
  Iron Guard 
  20 g/month. 
  Jarl 
  100 g/month. 
  Merchant Guild 
  Your rank in your professional knack in dice keep 2 each month. 
  Merchant Patron 
  10-40 g/month. 
  Noble 
  500g/month. 
  Ordained 
  30g/month. 
  Patron 
  10g/month (2 HP), 20g/month (3 HP), 40g/month (4 HP), 80g/month (6 HP), or 
  160g/month (8 HP). 
  Stelets 
  20g/month. 
  Tenure 
  15g/month. 
  If you did not purchase any of the above advantages, you can choose to be a servant, and earn your highest ranked basic 
  Servant knack each month.  For example, if your highest rank is 2, you get 2g/month.  You also start with 10 times this 
  amount (instead of just 3 times). (CM 6) 
  If you have no starting income, you start with 1k1 g. 
  Note that you do not normally spend money on food, shelter, or to maintain property.  Those are assumed to be paid for.  
  The listed income is extra money. 
  
   
  44 
  Reputation (PG 129-130) 
  A character normally starts with zero Reputation Points (but the Citation and Scoundrel advantages can alter this). 
  You gain reputation points when you do a heroic deed which is witnessed and talked about.  You lose reputation points 
  when you do a dastardly deed. 
  Every 10 reputation points (round down) earns one Reputation Die.  These dice work like Drama Dice (meaning they 
  get used up in a act) and may be used for any social actions (impressing someone, intimidating someone, or seducing 
  someone).  These dice can also be rolled alone (and used up) for special reputation actions described below: 
  A Vendel may purchase temporary reputation points.  This costs 250g to generate 10 reputation for one week.  Paying 
  more will increase the length of time, not the amount of reputation.  This cannot be done for more than 4 weeks in a 
  given area. (VV 103) 
   
  Reputation Action 
  TN 
  Description 
  Aid (Major) 
  30 
  An NPC will grant you major assistance. 
  Aid (Minor) 
  20 
  An NPC will grant you minor assistance. 
  Martyr 
  40 
  An allied NPC will risk their life for you. 
  Recognition 
  15 
  You are recognized by a stranger. 
  Rescue 
  25 
  Some NPCs work toward your rescue. 
   
  Reputation 
  Effect of reputation reaching this value 
  -30 
  At this value, your character becomes an NPC.  With the Scarovese advantage, you can drop to -40 or 
  even -50 before becoming an NPC. 
  25 
  You get a free Patron advantage. 
  50 
  You get a second free Patron, plus some Hangers On (fans who follow you and expect things from you). 
  75 
  You get a third free Patron, plus a Citation (such as a knighthood, medal of honor, land, or image in 
  artwork). 
  100 
  You get a fourth free Patron, plus a Menace (someone devoted to your downfall). 
  125 
  You get a fifth free Patron, plus a Membership is offered in a secret society. 
  130 
  This is the maxi mum value for Reputation. 
   
  
SOURCE: textdata/thevault/7th Sea [multi]/1st Edition/01 For The Player And GM/01 The 7th Sea Character Handbook.pdf