TEXT:  
   
   
  page 1 
  NOTES 
  Skyfall uses Spirit of the Century as its 
  reference 
  point, 
  and 
  makes 
  regular 
  reference to it.  If there’s anything unclear, 
  odds are good it’s clarified in SOTC. 
  CHARACTER CREATION 
  Character creation takes place over 5 
  phases: 
   
  Phase 1: Childhood/Background 
  Phase 2: Youth 
  Phase 3: Early adventuring 
  Phase 4: The fall of Collinsgaard 
  Phase 5: The occupation of Collinsgaard 
   
  During each phase, characters pick 1 
  aspect and receive 6 points, plus one 
  additional point if their story that phase 
  overlaps with another player (though they 
  can’t get a second point from the same 
  player until they’ve tied into everyone).  
  Points may be spent to: 
  • Increase a skill by one point (they 
  begin at mediocre) 
  • Purchase a stunt 
  • Increase level of a style 
  The limit on the points spent are as 
  follows: 
  • You may not have more skills at a 
  given level than you have skills in 
  the next level down (this is a 
  “column” structure as contrasted to 
  the usual “pyramid”). 
  • No more than 5 points can be spent 
  on any single style. 
  LEVEL 
  Because this is based off console games, 
  characters must have a level, so here’s how 
  it works.  The character’s level (which 
  starts at 5) represents two things: 
  • How 
  many 
  Fate 
  points 
  the 
  character gets on a refresh. 
  • The number of points that can be 
  spent on styles. 
   
  SKILLS 
  The following skills are being used as is 
  from Spirit of the Century. 
  Academics   
  Alertness 
  Arcana 
  Art  
  Athletics  
  Burglary  
  Contacting  
  Deceit 
  Empathy 
  Endurance   
  Faith 
  Games 
  Investigation 
  Leadership 
  Might 
  Pilot 
  Presence 
  Provoke 
  Rapport 
  Resources 
  Ride  
  Stealth 
  Travel 
  Skills in bold are not from Spirit of the 
  Century, and skills in italics have been 
  changed somewhat from how they are used 
  in SOTC. 
  ACADEMICS 
  Science is a stunt under Academics, as is 
  medicine 
  and 
  any 
  other 
  knowledge 
  speciality. 
  ALERTNESS 
  As SOTC. 
  
        
   
   
   
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  ARCANA 
  Arcana 
  is 
  a 
  practical 
  day-to-day 
  understanding of magic.   
  ART 
  As SOTC. 
  ATHLETICS 
  As SOTC. 
  BURGLARY 
  As SOTC. 
  CONTACTING 
  As SOTC. 
  DECEIT 
  Now includes Sleight of Hand as a stunt 
  pick, but otherwise as SOTC. 
  EMPATHY 
  Social Perception (See SOTC.) 
  ENDURANCE 
  Physical Resistance (See SOTC) 
  FAITH 
  Spiritual Resistance and source of Mana 
  Also Replaces resolve. 
  GAMES 
  Includes Chess and gambling 
  INVESTIGATION 
  As SOTC. 
  LEADERSHIP 
  Large 
  scale 
  interaction 
  + 
  Military 
  leadership 
  MIGHT 
  Physical power.  See SOTC 
  PILOT 
  Pilot is the ability to drive or fly most any 
  arcanic vehicle. 
  PRESENCE 
  Replaces composure.  Social Defense. 
  PROVOKE 
  Incorporates Intimidation – social skill 
  for inspiring negative emotions (Mostly 
  anger and fear). 
  RAPPORT 
  Social Manipulation 
  RESOURCES 
  Cashola, as SOTC.  
  RIDE 
  This is the ability to ride a horse, donkey, 
  or other steed.  It’s role in play is very 
  similar to Drive in SOTC, except that it 
  also is very important to use in combat, 
  where it’s role as a restrictor is often offset 
  by 
  the 
  benefits 
  that 
  fighting 
  from 
  horseback can provide. 
  STEALTH 
  Sneaky, neaky. 
  TRAVEL 
  Survival 
  plus 
  knowledge, 
  basically 
  measuring how well traveled the character 
  is, and what knowledge they’ve taken from 
  those travels. 
  STUNTS 
  Stunts server much the same role as they 
  do in SOTC, though some are slightly 
  broader in their scope.  Stunts use a fast 
  progression system, so each point invested 
  in a stunt gives one stunt. 
   
  STYLES  
  Styles are rare skills which cover things 
  like 
  combat 
  mastery 
  and 
  sorcery.  
  Generally, each style comes as a set of 
  stunts paired to a skill.  The skill may be 
  useful in and of itself, but it is only with the 
  
        
   
   
   
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  purchase of stunts that its power truly 
  emerges. 
  As points are spent on the style, the skill 
  and stunt level increases as follows. 
  Points 
   
  Skill  
  Stunt 
  Lvl 
  1 
   
  Average 
  1 
  2 
   
  Fair 
   
  1 
  3 
   
  Good  
  2 
  4 
   
  Great  
  2 
  5 
   
  Superb 
  3 
  6 
   
  Superb 
  3 
  7 
   
  Fantastic 
  4 
  8 
   
  Fantastic 
  4 
  9 
   
  Epic 
   
  5 
   
   
  SAMPLE STYLES 
  Sword Dancing 
  Dervish 
  Dragoon 
  Prayer Fist 
  Dark Blade 
  Spellbreaking 
  Undying 
   
  Styles are more fully broken out in the 
  Appendix. 
  RULES CHANGES 
  SIGNIFICANT ASPECTS 
  Certain aspect have specific mechanical 
  meanings over and above their usual use. 
  ELEMENTS 
  When something is possesses of an 
  elemental aspect, it is immune to damage 
  from that element, and takes double 
  damage from it’s opposing element.  The 
  six elements are Earth, Air, Fire, Water, 
  Light and Dark.  Earth an Air are opposes, 
  as are Fire and water as well as Light and 
  Dark. 
  Sometimes a distinction will be made 
  between 
  “celestial” 
  and 
  “terrestrial” 
  elements.  Earth, air, fire and water are the 
  terrestrial elements, while light and dark 
  are considered to be celestial. 
  FAITHLESS 
  Faithless are a rare phenomena in the 
  setting.  They do not interact with faith the 
  way that others do, and as a result, a 
  faithless character may not be helped or 
  harmed by magic directly (though many 
  combat magics can still affect them by 
  virtue of their physicality).  Faithless 
  characters replace the faith skill with a 
  faithless skill, and the mana that it 
  generates is usable for sorceries specific to 
  the faithless (Notably spellbreaking and 
  undying). 
  HEALTH 
  Charaters have a numerical poolof health 
  points, equal to 5 plus the points put 
  Endurance. 
  MANA 
  Characters have a numerical pool of 
  mana, equal to the number of points they 
  put into their Faith skill. 
  WEAPONS & ARMOR 
  Weapons and armor are rated light, 
  medium and heavy, and provide a +1, +2 or 
  +3 modifier respectively.  For weapons, 
  that modifier is added to damage on a 
  successful (MoS 1 or more) hit.  For 
  armor, it is subtracted from the damage for 
  a successful hit. 
  The Weapon’s modifier is also a penalty 
  for certain types of maneuvers.  Armor 
  puts a penalty on acrobats, stealth and 
  other 
  actions 
  requiring 
  freedom 
  of 
  movement.  Weapons apply a penalty to 
  maneuvers calling for precision. 
  HEALING 
  Damage (which is to say, stress) and 
  minor consequences are both cleared at the 
  
        
   
   
   
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  same time, when a scene ends and there is 
  time for the character to take a breather. 
  RANGE 
  Just for clarification, range is generally 
  noted as Range and a number.  This means 
  the following: 
  Range 1: Within the same zone 
  Range 2: One zone out 
  Range 3: Two zones out  
  And so on 
  In short, the zone the character is in is 
  counted for purposes of range.  There may 
  also be an effective range 0 (Which is to 
  say, self, or possibly grappling) but that’s 
  TBD. 
  SPECIAL TERMS 
  DRAIN 
  If an attack has drain and a numeric 
  value (like Drain: 1) if it inflicts stress or a 
  consequence on the target, the attacker 
  gains that much health back.  The only 
  limits is that the attacker cannot gain more 
  health than damage dealt (or damage that 
  would 
  be 
  dealt, 
  if 
  there 
  were 
  no 
  consequence). 
  REGEN 
  Regen is followed by a number (Regen 2) 
  and it means the subject regains that 
  number of points of health per exchange. 
  MOVEMENT 
  Something with a numeric movement 
  raiting (Movement 3) can move that many 
  zones, clear that many points in barrier, or 
  add that much bonus to movement-related 
  athletics checks.  This is a total, so a 
  character with movement three could move 
  two zones and get a +1 to his jump, no 
  move three zones and then get a +3 on his 
  jump. 
   
  This 
  ‘pool’ 
  refreshes 
  every 
  exchange. 
  STATUS 
  Status provides the same benefit as 
  armor in social situations.  The differences 
  in status between any two characters work 
  as armor for the character with the greater 
  status. 
   
  APPENDIX: STYLES 
  BLACK MAGIC 
  Black Magic is the most common form of 
  elemental magic, and despite it’s ominous 
  sounding name, it has a perfectly benign 
  reputation.  If one meets a wizard on their 
  travels, odds are good they’re a practitioner 
  of Black magic. 
  Black Magic Skill: Prestidigitation 
  A black mage is a master of minor 
  magics, and may use his skill to generate 
  minor effects: light candles, chill drinks 
  and so on.  In combat, this means that 
  Black Magic can be used to perform 
  maneuvers by creating slicks of ice, 
  showers of sparks and so on. 
  BLACK MAGIC STUNTS 
  ELEMENT 
  The character makes an attack with a 
  bolt of a terrestrial element (Earth, Air (in 
  the form of lightning), Fire or Water).  
  This costs one mana, and has a base 
  damage, range, accuracy and effect based 
  upon the element used:   
  Quake (Earth): 3 Damage, 2 range.  
  With spin, the attack also knocks the target 
  down, adding the “prone” aspect. 
  Fire (Fire): 5 Damage, 2 Range. 
  Shock (Lightning): 3 Damage, 3 Range, 
  +1 Accuracy 
  Water Whip (Water): 2 Damage, 2 
  Range, Ignores armor. 
  These attacks are also considered to be 
  aspected to the appropriate element. 
  
        
   
   
   
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  WARD 
  The mage can create a defensive barrier 
  with his magic, effectively granting himself 
  armor.  This costs one mana, and can 
  generate one of three effects: 
  Protect – Grants 3 points of armor 
  against physical attacks. 
  Shell – Grants 3 points of armor against 
  magical attacks. 
  Element Ward  - Grants 1 point of 
  armor, but that armor is aspected to an 
  element of the caster’s choice, so attacks 
  from that element do no harm to the caster.  
  A character may not have up two opposing 
  elements. 
   
  Elementa 
  Rather than a bolt, the caster can target 
  all enemies within a single zone with his 
  attack, though it is less damaging than a 
  bolt.  Costs 2 mana. 
  Earthshaker (Earth): 2 Damage, 1 range. 
  With spin, the attack also knocks the target 
  down, adding the “prone” aspect. 
  Rain of Fire (Fire): 3 Damage, 2 Range. 
  Thunder: 1 Damage, 3 range, +1 
  Accuracy 
  Flash Freeze : 2 damage, 2 range.  With 
  spin, a target is trapped in ice, gaining the 
  “Encased” aspect.  Scene also acquires the 
  “Icy” aspect. 
  DRAIN 
  Enemies can be an excellent source of 
  mana, and a skilled black mage can turn 
  their power to his own ends.  Drain is an 
  attack (range 1) resisted by Faith or 
  Presence, and any “damage” is translated 
  into mana take from the target and given to 
  the black mage (so long as the target has 
  the mana). 
  ELEMENTAGA 
  The 
  ultimate 
  expression 
  of 
  the 
  destructive power of black magic, the mage 
  may now target all enemies in a zone (as 
  Elementa) with the effect of a single target 
  attack (Element). Costs 3 Mana. 
  DARK KNIGHT 
  Dark Knight’s are sorcerer’s of elemental 
  darkness.  Their reputation is a deeply 
  tainted one, as Dark magics tempt dark 
  actions, but the darkness was once viewed 
  as a burden taken up by those who sought 
  to best serve mankind. 
  A dark knight has a fearful presence, and 
  may use his Dark Knight skill to provoke 
  fear or as a social or magical defense 
  against fear.  He also may use it as a social 
  skill when dealing with the creatures of 
  darkness.  Lastly, a Dark Knight suffers no 
  vision penalty for non-magical darkness. 
  DARK KNIGHT STUNTS 
  DARK AURA 
  Add “Shadowed” aspect to a scene at no 
  action cost. (Costs 1 Mana). 
  DARKBOLT 
  Light weapon, range 2, drain 1, cost 1 
  Mana 
  DARK MASTERY 
  The Dark Knight may command the 
  minions of darkness.  Creatures with the 
  Dark aspect will not attack a Dark knight 
  an by spending a mana, the Dark Knight 
  may make a leadership check against the 
  dark creature.  If successful, the creature is 
  bound tto serve the Knight for a time.  Cost 
  1 mana for a scene, 2 for a day, 3 for a 
  month, 4 until it is freed. 
  DARK CASCADE 
  Light Weapon, AoE (1 zone), Range 3, 
  Drain 1, Cost 3 Mana. 
  BRAND OF SHADOWS 
  Each Dark Knight has a unique symbol 
  which they may brand onto a being or 
  creature wit permanently change one of its 
  aspects into “Dark”.  Doing so is a long, 
  
        
   
   
   
  page 6 
  painful process, and turns the target into a 
  monstrosity, subject to Dark Mastery. Cost 
  3 Mana +1 mana per aspect added to 
  target. 
  DARK SWORD 
  A lost style of Meridia, this brutal, style 
  uses dark faith to deal deadly wounds and 
  strengthen the user.  While this is not a 
  forbidden style, it is poorly considered in 
  many quarter. 
   
  Faith(Dark) Style 
  Armor: Heavy  
  Weapon: Medium (Sword) 
   
  BLACK CUT 
  The sword crackles with black energy, 
  and the swordsman's next attack does +2 
  damage (effect must be invoked before 
  attack is rolled).  This attack is dark 
  aspected.  Cost: 1 mana. 
  VAMPIRE BLADE 
  After the swordsman has damaged a 
  target, he may recover one point of health 
  per mana spent, to a maximum equal to 
  damage dealt. (Cost: 1 mana per health) 
  DECAYING BLADE 
  The dark aura surrounding the blade 
  weakens anything it touches, allowing the 
  blade to cleave through armor.  This dark 
  aspected attack is declared before the dice 
  are rolled, and ignores normal armor. 
  (Cost: 1 mana) 
  DARK AURA 
  The darkness seeps from the blade and 
  envelops the swordsman, protecting him 
  from Dark forces and dealing grave 
  damage to creatures of light.  For the 
  duration of the scene, the swordsman (and 
  his attacks) are now Dark aspected. 
  RAZOR OF DEATH 
  The swordsman draws great power from 
  the damage he does.  When he  inflicts a 
  consequence on, or takes out, an opponent, 
  he drains some of their power. 
  Minor Consequence - gain 1 
  mana or health 
  Moderate Consequence - Gain 2 
  mana or health 
  Severe Consequence - Gain 3 
  mana or health 
  Taken Out - Fully refresh health 
  or mana, but target is dead. 
   
  This ability is invoked before the attack is 
  rolled, and makes the attack Dark 
  aspected. 
   
  Cost: 1 mana 
  DERVISH 
  Dervish style is a fast, brutal two weapon 
  style, well suited to knives, though more 
  advanced practitioners often move onto 
  longer blades.  It concentrates on efficiency 
  and brutality, sacrificing defense in favor 
  of getting in and quickly producing a 
  strike. 
   
  Mundane Style 
  Armor: Light  
  Weapon: Light (dual) 
  DERVISH STUNTS 
  BRUTALITY – HIT THEM WHERE IT HURTS 
  +1 damage, and +1 to any maneuver with 
  a painful aspect (stunned, bleeding, racked 
  and so on) so long as the character has a 
  weapon in each hand. 
  STEEL – EVERYTHING IS A WEAPON 
  The dervish may now use medium bladed 
  weapons, and also excels with improvised 
  weapons.  Anything with an edge, however 
  small, may be used as a light weapon. 
  
        
   
   
   
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  SLICE – ALWAYS TAKE THE SHOT 
  Any time the Dervish receives spin on a 
  maneuver, she damages the target as if 
  with a MoS 0 hit. 
  OPPORTUNIST – HIT THEM WHILE THEY’RE 
  DOWN 
  Whenever an aspect on an opponent 
  allows a free tag, no matter _who_ 
  performed the maneuver, you also receive 
  a free tag of that aspect, if they are the 
  target of your attack.  If the aspect in 
  question is fragile,  it goes away after this 
  extra tag. 
  CHECKMATE – ALWAYS END THE FIGHT 
  If a target has a consequence or 
  appropriate aspect on him, you can tag it 
  for effect (rather than for a bonus) to 
  demand the target concede.  They may pay 
  FP not to, as with a compel. 
  DRAGOON 
  The Dragoon style is a surprisingly 
  mobile style, considering its practitioners 
  often operate in very heavy armor.  The 
  signature of this style is it's incredibly high 
  leaps, and the devastating damage that is 
  dealt at the end of them 
   
  Mundane Style 
  Armor: Heavy  
  Weapon: Heavy (Spear) 
  DRAGOON STUNTS 
  LEAP 
  A Dragoon can perform superhuman 
  leaps with casual ease.  Each point of 
  Dragoon, adds 10 feet to the normal height 
  of a jump, and double that distance.  
  Armor penalties do not apply to jumps. 
  LUNGE 
  The Dragoon's mobility and reach are 
  such that he is virtually everywhere at 
  once.  His ability to leap in and out means 
  spear 
  attacks 
  are 
  effectively 
  ranged 
  (Range: 2) attacks. 
  BLADE TORNADO 
  The dragoon seizes the spear by it's shaft 
  and spins it fast enough to transform the 
  weapon into a blur. Used in conjunction 
  with a full defense, it adds +1 to the 
  Dragoons defense against melee attacks, 
  and +2 against ranged attacks. 
  CASCADE OF THUNDER 
  The dragoon leaps into the air and comes 
  down on his target over and over again.  
  Take the dragoon's attack bonus as a 
  number, and make that many attacks (all 
  targets must be within the same zone) , 
  each with a +1 bonus.  These are separate 
  attacks and separate rolls, with the 
  qualifier that no aspect may be used for 
  more than one of these rolls, and its bonus 
  applies only to one roll.  This stunt may be 
  performed only once per scene. 
  DEATH FROM ABOVE 
  The dragoon declares his target and leaps 
  up and out of sight.  He is nowhere to be 
  found until the next exchange, when he 
  descends with force upon his target.  While 
  this attack is no more accurate than 
  normal, it doubles the base damage of the 
  Dragoon's spear (+6). 
  EARTH MAGIC 
  The nomads of the south live close to 
  nature, and have learned to take much of 
  what they need from nature.  Practitioners 
  of earth magic are skilled herbalists, and 
  may brew potions that can heal wounds, 
  stave off infection and purge poisons.  The 
  difficulty and cost of doing so varies from 
  potion to potion. 
  EARTH STUNTS 
  TRACKLESS PASSAGE 
  The character and his companions and/or 
  mount 
  can 
  travel 
  overland 
  without 
  
        
   
   
   
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  worrying about overgrowth, snow, mud or 
  anything else they might normally have to 
  push or slog through.  Rivers must still be 
  crossed, and large obstacles must still be 
  climbed or gone around, but incidental 
  obstacles are discounted.  Additionally, the 
  mage leaves no tracks, and blocks any 
  attempt to track him (without magic) with 
  his Earth magic skill.  Costs 1 Mana per 
  journey, +1 mana per 2 companions or 
  mounts. 
  PRAYER FIST 
  Prayer fist is an unarmed style that 
  incorporates the four terrestrial elements  
  and eventually all six elements into its 
  style. 
  The origins of the Prayer Fist style are 
  something of a mystery.  As a truly  
  balanced elemental style, there is no clear 
  origin for such a sophisticated tradition.  
  Currently, it's secrets are held by a 
  secretive order of Andals, but they may not 
  be the only ones. 
   
  Faith Style (All) 
  Armor: None 
  Weapon: None (Fist) 
  PRAYER FIST STUNTS 
  ELEMENTAL KATA 
  The 
  initiate 
  learns 
  the 
  secret 
  of 
  constructing Prayer Wraps, the ceremonial 
  gloves of the Prayer Fist style.  These 
  gloves are necessary for any Prayer Fist 
  stunt which costs Mana. 
   
  Additionally, the initiate can imbue 
  himself with terrestrial elemental power, 
  and can give himself a terrestrial elemental 
  aspect (Earth, Air, Fire or Water) for the 
  duration of the scene which will also apply 
  to his attacks. (Cost: 1 Mana). 
   
  ELEMENTAL STRIKE 
  The 
  initiate 
  can 
  impose 
  terrestrial 
  elemental aspects as a result of a maneuver 
  (Fragile with a success, sticky with spin).  
  These aspects draw from the initiatite's 
  own essence, so he can only maintain one 
  such aspect at a time:  to place another 
  causes an existing one to fade.  For willing 
  targets, the initiate can also attune their 
  essence to gain an elemental aspect, but 
  this remains subject to the same limit on 
  the number of aspects in play.  (Cost: 1 
  Mana) 
   
  ELEMENTAL IMBUEMENT 
  When the initiate imbues himself with an 
  element with Elemental kata, the effect is 
  much more visible, sheathing the initiate in 
  the element, granting armor, damage and 
  some special effect. 
  Air - Armor: +1, Defense +1, 
  Movement, +3 
  Earth - Armor +3, Weapon +2 
  Fire - Armor +1, Weapon +4  
  Water - Armor +2, Weapon +2, 
  Movement +4 in water 
  Cost: 2 Mana 
   
  CELESTIAL ATTUNEMENT 
  Initiate may now use celestial elements 
  (Light and Dark)  with the Prayer fist 
  style.  When imbuing: 
  Light - Armor +2, Weapon +1, 
  Regen 1 
  Dark - Armor +1, Weapon +3, 
  Drain 1 
  AVATAR KATA 
  The initiate combines the elements within 
  himself, becoming a whirlwind of shifting 
  elements.  This effect is obvious and 
  dramatic to behold.  For the duration of the 
  scene, the initiate may perform Elemental 
  Kata at will, and elemental imbuement 
  
        
   
   
   
  page 9 
  once per exchange.  Neither of these stunts 
  have any mana cost.  Cost: 5 Mana 
  SPELLBREAKING 
  Spellbreaking is the style of anti-magic 
  practiced by the faithless who extend their 
  anti-magic capability to the study and 
  destruction of magics. 
  Spellbreaking is a hybrid style – it’s not 
  actually a combat skill, but it supplements 
  other styles, adding a magic-busting 
  component to some attacks.   
  SPELLBREAKER STUNTS 
  FAITHLESS BLADE 
  The spellbreaker can perceive the flows 
  of magic, and receive magical information 
  about things studied with alertness and 
  investigation.  They may also strike 
  magical beings, such as ghosts, which are 
  usually immune to physical attack, at a cost 
  of 1 mana per attack. 
  CURSE EATER 
  The Spellbreaker may declare a block 
  against any spell or curse.  In doing so, this 
  changes the target of the spell to the Spell 
  Eater.  If the spellbreaker’s block is 
  overcome, the spell affects the spellbreaker 
  (though 
  only 
  so 
  much 
  as 
  normal).  
  Alternately, the spellbreaker may attempt 
  to move an existing spell from its target 
  onto himself.  Cost: 1 Mana.   
  FAITHLESS BLOOD 
  The Spellbreaker may craft wards with 
  his own blood.  By injuring himself  he may 
  mark a thing or area with his blood and 
  extend his protection to it. For the duration 
  of the effect, the target (or things within 
  the target) are effectively faithless.  This is 
  a slow process, and if the wards are 
  physically removed (such as being washed) 
  the effecti is removed.  This effect lasts for 
  a day per point of Mana used, and can 
  affect an item for the cost of a minor 
  consequence, a zone for the cost of a 
  moderate consequence or a building for the 
  cost of a severe consequence. 
  ENTROPIC SHIELD 
  The character’s impact on magic is that it 
  unravels even the intention of effects 
  towards him.  When dealing with combat 
  magical effects that would normally not be 
  impacted by faithlessness, the character’s 
  spellbreaking value replaces the ususal 
  armor value.  Costs 2 mana, lasts for a 
  scene. 
  FAITHLESS AURA 
  The character may expand his aura to 
  encompass a zone.  So long as he is within 
  that 
  zone, 
  everything 
  within 
  it 
  is 
  considered to be faithless.  Costs 2 mana, 
  lasts for a scene. 
  SWORD DANCING 
  Sword dancing is a style that is less about 
  the weapon used than the movements of 
  the person using it.  It begins with dancing 
  steps and incorporates the signature cloak 
  of the style for defense. 
  Armor: None 
  Weapon: Medum 
  ARMOR OF CLOTH 
  The character's cloak qualifies as medium 
  armor 
  without 
  a 
  movement penalty.  
  Additionally, the character may use their 
  cloak as a light weapon 
  DANCER'S WHIRL 
  The dancer's cloak twists and deceives 
  opponents as to where exactly he stands.  
  So long as the dancer is free to move, he 
  receives a +1 to his defense 
  DANCER'S STEP 
  The dancer's movements are uncannily 
  graceful and his steps are inhumanly light.  
  He may move along surfaces as narrow as 
  an inch as if he weighed only a tenth of 
  
        
   
   
   
  page 10 
  what he does.  In combat, he may move 
  one zone without penalty. 
  DANCER'S REEL 
  The dancer's mobility allows them to be 
  everywhere at once.  In an exchange, the 
  dancer may take two actions, though the 
  second action must be to create a block.  
  One common use for this is to establish a 
  defense for a target who can't protect 
  themself. 
  DANCER'S WHIRLWIND 
  Replaces dancer's reel - Dancer's second 
  action may now be a move, attack, defense 
  or maneuver. 
  UNDYING 
  An undying character has severed their 
  tie to the cycle of life, and death is no 
  longer a natural outcome for them (though 
  destruction can still occur).  Certain 
  faithless manage to achieve this state, 
  though whether it is a blessing or a curse is 
  subject to some debate.  It is also said that 
  some undying are not faithless, though how 
  that could be possible is not known. 
   
  The Undying skill is rarely rolled.  
  Instead, each rank of this skill means the 
  character can take one more severe 
  consequence. 
  Undying Stunts 
  ETERNAL SUSTENANCE 
  The character no longer needs food or 
  drink to survive (though their absence is 
  inconvenient as a certain amount of both 
  are necessary to maintain a healthy 
  appearance). 
  THE VIPER’S LOVER 
  The character is immune to poison and 
  disease. 
  AIRLESS BREATH 
  While the undying’s lungs’s still pump, it 
  is more out of convenience than need. The 
  character no longer needs to breath. 
  TIMELESS PASSAGE 
  The undying no longer ages, and has no 
  need to sleep. 
  DEATHLESS 
  The undying may secret his life away, 
  and so long as the vessel in which it is kept 
  is safe, he cannot be killed, no matter how 
  thorough the means.  The character will 
  reconstitute from his very ashes within a 
  week.   
  The ritual of creation of the vessel (which 
  may be anything a person could carry) 
  costs 5 mana. 
   
  
        
   
   
   
  page 11 
  APPENDIX II: SETTING 
  OVERVIEW 
  Gorash - Occupying the high mountain 
  peaks, with airship docks carved into the 
  mountains. Strongly Russain in character. 
  Possibly Giants, or otherwise big burly 
  folks. 
  Zarotia - Land of 4 things: Big Prussian 
  helmets, Theocracy, Faith Cannons and an 
  elite submarine fleet. The terms "Believers 
  from beneath the waves" got tossed 
  around. 
      Wanitaah - In a fortuitous error, when 
  the player read "Nomadic Tribesmen", a 
  few of the listeners originally heard it as 
  "Pneumatic Tribesmen" which spun us into 
  the land of steampunk nomads, riding on 
  mechanical 
  chocobos 
  because 
  they'd 
  hunted the real thing to near extinction. 
      Dounder - Human name for the 
  Arthurian Merfolk. 
      Meridia - An Atlantis analog, whose 
  survivors live in small cities or enclaves on 
  the edge of the sea that sank meridia. 
      Andalus - Modeled after Moorish 
  Spain, 
  with 
  intricate 
  palaces, 
  deep 
  education, 
  brutal 
  politics, 
  faiths 
  in 
  
        
   
   
   
  page 12 
  opposition, harsh justice, dirty peasantry 
  and so on. The player hadn't necessarily 
  intended it, but this really popped as a 
  great visual signature for the game. Ornate 
  architecture, flowing, colorful clothes and 
  so much more. 
  Skylands - Islands rich in faith that float 
  high above the ground. Some move, either 
  predictably or randomly, others are fairly 
  stationary. A few have been colonized, by 
  nations or pirates, but most are too 
  dangerous or unpredictable for such use. 
  The High - It is rumored that, above the 
  skylands, perhaps among the courts of the 
  stars, are lands that no man has seen. No 
  proof exists, but the rumor has never died. 
  Colinsgaard - The formerly free city of 
  Colinsgaard lies at the mouth of the Henn 
  River, and is one of the largest ports of the 
  Correa sea. It has recently fallen under 
  Andal control, granting them a strategic 
  foothold for further expansion to the north. 
  ANDALUS 
  crushing all who oppose them, for their own 
  good 
   
  Andalus is the biggest player on the 
  block, able to deploy crushing numbers of 
  troops and air superiority to any nation in 
  the known world. They have conquered 
  everything south of the Correa and north 
  of the Meridian sea, and even now their 
  eye scans the horizon for the next target. 
  Andalus is an empire, with a number of 
  duchies owing fealty to the emperor or 
  empress, and a hierarchy of alcaldes (land 
  owners) 
  beneath 
  them. 
  Andalus 
  is 
  reasonably equitable on matters of sex, as 
  men and women may both fight and own 
  property, though there is still some cultural 
  bias in favor of the men. 
  The Andals are a passionate, dedicated 
  people, for whom grace is the greatest 
  virtue. Ignorant outsiders interpret that to 
  mean that Andalusians are vain, obsessed 
  with appearances, and they are partly true, 
  but they are seeing only the surface. To an 
  Andal, grace comes from knowing and 
  doing something so well and so fully that is 
  speaks for itself. Every act, from the choice 
  of a beverage to a passionate dance is an 
  expression of the person acting, and for an 
  act to have true grace, equal attention must 
  be paid to the internal and external 
  components. To be skilled but sloppy is as 
  great as sin as to have a good appearance, 
  but no depth - both represent a smallness 
  of character that is to be corrected or 
  disdained. 
  As a part of this, education is a passion 
  for the Andals. While the great universities 
  of Andalus are some of the finest in the 
  world, they are reserved for true scholars. 
  Outside of that, there is little in the way of 
  formal education - instead a whole class of 
  wandering tutors. These tutors make their 
  living traveling from town to town or villa 
  to villa, teaching impromptu classes in 
  whatever the tutor excels at. Tutors of 
  renown can make a rich living as they are 
  enthusiastically sought by rich parents, but 
  the bulk of tutors scrape by, often 
  supplementing their incomes as musicians 
  or messengers. 
  One curious element of this tutelage is 
  that there is virtually no sense of a "private" 
  education. To keep a teacher entirely to 
  yourself would be the worst sort of greed, 
  so when a tutor teaches, even if he is 
  theoretically teaching only one student, it is 
  usually done out in the open, where other 
  may watch. How much attention the tutor 
  gives to those he is not officially teaching is 
  entirely up to the tutor, however, and when 
  a tutor is paid, the client can expect to 
  come first. 
  ARTS 
  Music is the first of the arts in Andalus, 
  though its primacy is challenged by the 
  love of architecture, whose proponents 
  claim it is the ultimate expression of grace 
  
        
   
   
   
  page 13 
  to have a building be both sturdy and 
  beautiful. Poetry, painting and other arts 
  thrive as well, with the notable exception 
  of theatre. An excellent actor is something 
  of a paradox to the Andals - his grace 
  comes 
  from 
  putting 
  on 
  a 
  surface 
  appearance with no depth, which is no 
  grace at all. As such, Andal theatre tends 
  towards the heavily stylized, either farces 
  or costume rich dramas or other displays 
  where there is no question of the actor's 
  believability, only his entertainment value. 
  CHESS 
  Andal claims (perhaps baselessly) to be 
  the home of chess, and it appears 
  throughout 
  their 
  folklore. 
  Chess 
  is 
  considered the apex of grace, for on the 
  board, the reality and the appearance are 
  one and the same, and to be a Gentleman 
  or Lady of Andalus and not be a skilled 
  player is a great embarrassment indeed. In 
  fact, the meritocratic nature of chess makes 
  it popular among the peasantry as well, for 
  a farmer's son who is a skilled hand with 
  the game may find opportunities open up 
  to him which his parents never had. Chess 
  even serves as an entrance exam for many 
  imperial positions. 
  The current age is referred to as the 
  Andalusian Era in honor of the present 
  Empire's glory. The rise to power of 
  Andalus presaged the end of the Zarotian 
  Empire that preceded it, driving the 
  remnants of that scattered military force 
  into the ocean depths. 
  INSPIRATIONS 
  Modeled after Moorish Spain, with 
  intricate palaces, deep education, brutal 
  politics, faiths in opposition, harsh justice, 
  dirty 
  peasantry 
  and 
  so 
  on. Ornate 
  architecture, flowing, colorful clothes and 
  so much more. 
   
   
  COLINSGAARD 
   
  Colinsgaard, the crown jewel of the 
  Correa, was a major seat of power during 
  the height of the Meridian empire. When 
  the empire collapsed, the cities defenses 
  were maintained well enough to fend off a 
  number of potential claimants, and it 
  managed to maintain that independence 
  until recently, when Andalus seized the 
  city. 
  In addition to occupying the largest 
  rivermouth on the Correa, the land around 
  Colinsgaard has long been prized for its 
  strategic value, forming the main overland 
  conduit between north and south, as the 
  western edge grows hilly and sprouts into 
  the Gorashi mountains. For the Andals, 
  this also represents a safe channel of transit 
  for their airships, as the Gorashi winds are 
  too hazardous and the skies over Correa 
  are made dangerous by the Zarotian navy. 
  While the Andals have not yet made any 
  move to continue north, this development 
  has cause quite a stir in the riverlands. 
  Culturally, 
  Colinsgaard 
  is 
  a 
  cosmopolitcan hub, where Andal, Gorash, 
  Zarotian and Riverland cultures have 
  mingled for generations. There is some 
  rivalry between Colinsgaard and Zarot 
  regarding which city is the true jewel of the 
  Correa, but it has been over a century since 
  the two cities exchanged blows, and the 
  rivalry has grown more friendly with time. 
  Colinsgaard is generally considered a pit of 
  sin by the Oligarchs of Zarotia, but the 
  Zarotian 
  expatriate 
  population 
  in 
  Colinsgaard has ensured that the two cities 
  have more cultural commonalities than the 
  priests like to admit. 
  Meridia 
   
  A little over five hundred years ago, the 
  empire of Meridia covered much of the 
  continent, stretching from the Bladelands 
  in the south the the edges of the Northern 
  
        
   
   
   
  page 14 
  Sea in the north. The mountain fastness of 
  Gorash and the island of Zarotia escaped 
  their grasp, but it seemed like little could 
  stop their expansion. Except themselves. 
   
  One night, a flash was seen across the 
  continent and tremors literally shook the 
  world, and where the capitol of the empire 
  stood was only a crater, growing deeper 
  and wider at an impossible rate. As the 
  perimeter expanded to reach the sea, the 
  water flowed in and drowned most of those 
  who had survived the quake. 
   
  The fall of Meridia allowed the nations 
  previously under their control to re-
  establish themselves, and the wars of 
  opportunity that followed, often using 
  Meridian war machines, magnified the 
  devastation. In the end, these wars laid the 
  foundation for the current political shape 
  of 
  the 
  world. 
  Meridian 
  survivors 
  established cities around the perimieter of 
  this new sea, trying to shape a new 
  exsitence both for the citizenry and for the 
  handful of warlords clinging to old 
  weapons and magics. 
  THE SONS OF BELIAL 
  A group of Meridians who use old 
  Meridian 
  technology 
  for 
  personal 
  gratification, satisfaction, and the pursuit 
  of material things for the self. Without 
  consideration for the effects of others 
  around them. As it would be termed post 
  Meridia, the Sons of Belial were without a 
  standard of morality. 
  THE LAW OF ONE 
  The Meridian belief in Faith that stems 
  from a creation, regardless of who the 
  creator(s) were. The Law of One believes 
  that Faith is tied to one's soul and that the 
  Creation endows a mental and spiritual 
  projection of one's self through faith. The 
  Standard of the Law of One is that the 
  Soul is projected into a human during the 
  course of life, and that soul can be 
  amplified and purified through the use of 
  the Meridian sun crystals. 
  MERIDIAN SUN CRYSTALS 
  In the center of important buildings in 
  Meridia was an oval, or dome wherein the 
  roof could be rolled back, so that the 
  activity of Faith crystals could receive 
  energy from the Sun or from the stars, 
  depending on what sort of magic was being 
  done. This was a method of mass 
  production 
  of 
  items 
  such 
  as 
  gears, 
  machines, and weaponry that ran off faith. 
  Runes would be etched from lines of fire 
  emanating from the prisms, unique to each 
  crystal, and the power of the crystal and of 
  the sun or stars that it drew energy from 
  would be imbued. Meridian airships, long 
  since lost with the destruction of the 
  continent, powered themselves from the 
  vibrations caused by such crystals, limitless 
  power drawn from the very sky that was 
  traveled. 
  WANITAAH 
  The plains are isolated from much of the 
  rest of the world by high mountains, and 
  are considered a wasteland by most other 
  nations. Faith is rare, and the bladegrass 
  that covers the plains has overwhelmed any 
  attempts at converting it to agriculture. 
  BLADEGRASS 
  Bladegrass grows in long, narrow blades, 
  between two and four feet high. When 
  young, it is green merely sharp, and it's fat 
  blades can be covered into something 
  edible by those who know. As it ages, into 
  the fall, it turns a vibrant red, giving the 
  impressions that the plains are aflame (or 
  perhaps drenched in blood). As it ages, it 
  hardens and sharpens, and many of the 
  nomads tools and weapons make use of it 
  for it's flint-hard edges. 
  
        
   
   
   
  page 15 
  BLADECRAFT 
   
  The nomads have also found even more 
  uses for the bladegrass, using those small 
  magics at their diposal which their wise 
  men say come from the grass itself. Treated 
  properly, the grass adapts a metal sheen 
  and is even harder than natural. This 
  process has allowed the nomads to be come 
  quite adept in constructing machinery, not 
  through the forge, but by weaving the 
  products they need, then letting them 
  harden. How they managed to combine 
  this with the secrets of steam is still a great 
  mystery, but this is the basis of much of 
  their craft, including the miraculous 
  robochocos. 
  CHOCOBOS 
  The plain was once home to mighty 
  chocobo 
  herds. 
  Their 
  iron-like 
  legs 
  withstood the bladegrass easily, making the 
  plains a safe place for them to rule 
  supreme. When the Wanitah first came to 
  the plains, they hunted the chocobos for 
  their meat and golden feathers, and in time, 
  nearly drove the great birds to extinction. 
  What happened next is subject to some 
  debate - it is said that the plains grew 
  angry, and prepared to smite the Wanitaah 
  from it's surface, but a young warrior 
  braved many dangers to face the Grass 
  King, and plea for his people. The king was 
  impressed, and offered a deal - if the 
  Wanitah would become guardians of the 
  Chocobos rather than hunters, he would 
  share the secrets of the bladegrass with 
  them. Since that day, the Chocobos have 
  been sacred to the Wanitaah, and their 
  Robochocos are an homage to that. 
   
  In addition to the common yellow 
  chocobos, a much rarer, red breed exists. 
  From the days of hunting they were 
  considered to be the most prestigious of 
  kills on the plains. They are stronger, 
  faster, and more aggressive than their 
  yellow 
  counterparts. 
  Now 
  they 
  are 
  considered to need the most vigilant of 
  protection. When one is spotted near a 
  border or potentially dangerous area, often 
  a warrior will be assigned to track it until it 
  migrates 
  to 
  a 
  safer 
  area. 
  Campfire 
  childrens' tales speak of other colored birds 
  and their magnificent powers. Depending 
  on who's telling the story of the warrior 
  and the Grass King, it is said that the 
  chocobo he rode was either blue, purple, 
  black, or white. 
  CHESS 
  The Wanitah use chocobo figures as 
  pawns, and use the Grass King and Queen 
  instead of the 6 courts, a fact that is often 
  held up as an illustration of their 
  backwardness. 
  BEASTS 
  The beast of the plains have never been 
  fully cataloged, partly due to the sheer size 
  of them, partly because the plain seems to 
  breed oddity. One unifying factor is that 
  the creatures of the plain have adapted in 
  some way to the dangers of the bladegrass, 
  either with thick armor, long legs or some 
  other defense. This provides and extra 
  challenge for Wanitaah hunters, and has 
  lead to the develop of pneumatic spears, 
  purely to pierce the thick armor of these 
  creatures. 
   
  The greatest danger of the plains ara the 
  Anan, the wicked weavers, tribes of 
  intelligent spiderlike creatures whose war 
  with the wanitaah extends back as far as 
  memory. 
  THE WANITAAH PEOPLE 
  While the wanitaah seem to have many 
  trappings of a sterotypical, close to the eart 
  nomadic culture, if you scratch the surface 
  you will find that those trappings are 
  actually reflective of a practical, hard 
  headed culture which simply has different 
  
        
   
   
   
  page 16 
  priorities. Many of the "Superstitious 
  trappings" of thier people exist for the very 
  practical purpose of dealing with the 
  dangers of life in the plains. Their lack of 
  Faith is often interpreted by others to mean 
  thatthey're godless, or theat they worship 
  spirits like the King of Grass, but to most 
  Wanitaah, the relationship with the King of 
  Grass is pure business, and their matters of 
  pirituality are much more private. 
   
  The Wanitaah are phenemonal weavers, 
  limiting themselves nto only to clothing, 
  but using it in the construction of their 
  homes, bridges and virtually anything else 
  which must endure. This gives their 
  workings a peculiar look, but it also means 
  their construction tends to be lighter and 
  more flexible than traditional means. This 
  engineering is generally overlooked by 
  visitors because, to their eyes, it _looks_ 
  crude, and they're usually far more 
  interested in Wanitaah textiles and rope, 
  bladegrass rope being highly valued for it's 
  strength and durability. 
  Appearance 
   
  Wanitaah clothing tends to the trim and 
  practical, often bursing wil pockets. This is 
  not because they're incapable of producing 
  other styles, but flowing fabrics and loose 
  bags tend to get cut or snagged on the 
  bladegrass. As such, thicker leathers and 
  light armors are th eorder of the day. 
  SPRINGJACKS 
  One other common piece of hardware 
  among the wanitah are springjacks, waist-
  tall armored boots with tall, steam loaded 
  feet which protect the wearer from the 
  thickest of bladegrass, but also extend his 
  stride drastically, allowing for fast overland 
  travel. These are most common among 
  those who have not earned the right to ride 
  a robochoco, and the signature "giant feet" 
  of the 'jacks have fueled many an odd story 
  about the nomads. 
   
  In addition to their utility for travel, 
  springjacks have a place in war. Wanitaah 
  spear fighters use the great speed and 
  titantic jumps the jack's offer to greatly 
  improve their fighting capability. 
  Government 
   
  Government is a loose term given the 
  nature of nomads. There are many tribes 
  and each of these tribes generally has some 
  leadership structure, most often peaking at 
  an Elder or Chieftan figurehead. The head 
  position is considered something sacred, 
  and the position is usually inherited 
  through blood. Some of the larger tribes 
  have semi-permanent settlements to use as 
  a central meeting point for various sub-
  groups. A territory may be occupied or 
  considered under a tribe's rule, however 
  there are rarely disputes over land or 
  borders since it is recognized that the grass 
  rules the plains in the end. 
   
  Once every 2 years, a council of elders 
  makes a pilgrimage to a sacred plateau 
  deep in the heart of the plains. This is said 
  to be the place where the warrior pleaded 
  his people's case to the Grass King. There 
  they debate and discuss the issues current 
  and pending which have potential impact 
  on all of the tribes. Only the elders are 
  allowed to climb the plateau, and this is 
  one of the few places in the land where the 
  grass does not grow. 
  FOREIGN RELATIONS 
  With little central government it's often 
  difficult for other nations to actually make 
  any sort of formal arrangement with the 
  Wanitaah. With no one specific leader, at 
  best a few tribe head have reached the 
  occasional agreement. Additionally, most 
  nations see little use in the plains at all and 
  don't bother. 
  
        
   
   
   
  page 17 
  TRADE 
  The main export is bladegrass related 
  goods. Often tribes will send a small group 
  out to trade once a season or so, 
  exchanging various crafted items for things 
  not readily available in the plains. Exotic 
  spices, faith related devices, and other 
  items. In some cases where something of 
  extreme expense is required, a robochoco 
  may go to an outsider. It is extremely rare 
  that anyone outside of the Wanitaah ever 
  obtain one, and in the case that they do, it 
  ends up as an elaborate statue before long 
  for lack of someone to keep it in good 
  repair. 
  There is some demand externally for 
  chocobo related goods. The feathers are 
  often sought by the wealthy to show off, 
  and the meat is considered a rare delicacy. 
  Some even claim healing power from 
  various 
  internal 
  organs. 
  Given 
  the 
  Wanitaah's charge to protect the remaining 
  birds, the supply is very low and the cost 
  extravagant. Most of the supply comes 
  from foreign poachers willing to gamble on 
  their abilities to avoid the protectors. Most 
  Wanitaah families have some feathers 
  which have been handed down through 
  generations since before the reckoning of 
  the Grass King. 
  THE ELEMENTAL COURTS 
  The six elements are: 
   
      * Earth 
      * Air 
      * Fire 
      * Water 
      * Light 
      * Shadow 
   
  Each element has a "court" of mythical 
  beings and places associated with it, 
  notably knights, wizards, strongholds and 
  a king and queen, correlating with the 
  knight, bishop, rooks, king and queen 
  pieces of chess. While the kings and queens 
  themselves are explicitly named, there are 
  also legends and tales about some of the 
  lesser members of the courts. As an 
  example, The Knight of Fire, under various 
  names, appears in many stories and the 
  Stronghold of Eternal Ice is a stronghold of 
  air said to appear in many tales. 
  Element  
  King   
  Queen 
  Earth  
  Titan   
  Air   
  Tempest  
  Shu 
  Fire   
  Ifreet   
  Vesta 
  Water  
  Leviathan  
  Hydra 
  Light  
  Sol  
   
  Lun 
  Shadow  
  Nox   
   
  THE ELEMENTS AND CHESS 
  Chess is the greatest of games, it's origins 
  shrouded in mystery, but it is a tool of 
  kings and a tester of men, posessed of a 
  long and storied history. Chess is th ebattle 
  between the courts, and when players sit 
  down, each must choose a court to 
  represent, in the form of the king they 
  select (though afficianados have been 
  knwon to have entire sets carved for each 
  court). Each king changes the game subtly, 
  and the nuances of the differences between 
  these games are the fodder for true 
  masters. 
   
  Each player must also choose a queen, 
  and the choice of queen is subtler still, for 
  it alters the game as well, in ways which 
  are not always obvious (and not always 
  positive). A novice player will often choose 
  a consort queen, which is to say a queen of 
  the same court. This has the advantage of 
  introducing no new complications, but it 
  also allowing no benefit. A player who 
  chooses a consort queen is showing 
  themselves to be a novice, or very 
  conservative. 
   
  More sophisticated players may choose 
  an ally queen, one from another court. 
  
        
   
   
   
  page 18 
  While this introduces some complications, 
  it also offers new opportunities. A player 
  who chooses an ally queen is announcing 
  themseelves to be an elite player, wise in 
  the nuance of play. 
   
  Some players may opt to choose a 
  hostage queen, a queen from the opposing 
  court, 
  which 
  introduces 
  the 
  most 
  complications but, at least it is said, creates 
  the 
  greatest 
  opportunities. 
  A 
  player 
  choosing the hostage queen is a genius or a 
  fool, and it can be hard to tell which before 
  the game is done. 
   
  FAITH 
   
  Faith is the creator's gift to the world. It 
  is the power of the Elements flowing freely 
  into the world. In its natural form, it is a 
  more essential form of one of the elements - 
  purer 
  air, 
  deeper 
  shadows, 
  brighter 
  sunlight an so on. In that raw form, it is full 
  of energy and potential which can express 
  itself in fantastic an unexpected ways. 
  FAITHCRAFT 
  Gathering faith can be a tricky business. 
  It appears in isolated places and can be 
  difficult to transport. Faithcraft is the art of 
  collecting and refining faith from its raw 
  essence into something that can be used. 
  Most commonly faith is worked into faith 
  gems, crystalline stones of a color that 
  clearly reflects their elemental origin. 
   
  The uses of refined faith are virtually 
  limitless, but they tend to fall into one of 
  two categories - power sources, or items 
  with special qualities because they are 
  made from faith. 
  FAITH ITEMS 
  Faith may be worked into raw materials 
  like wood, metal or cloth to alter and 
  improve its characteristics. For example, 
  metal alloyed with air faith is far lighter 
  than it would be without but is as strong as 
  it would be. While there are a number of 
  variations, the broad strokes are as follows. 
  Faith Type  Benefit 
  Light  
  Radience 
  Dark  
  Shadowed/Drain 
  Air   
  Lighter 
  Fire   
  Heat 
  Water  
  Flexibility 
  Earth  
  Strength 
  Alchemy 
   
  Alchemy is a specific sort of faithcrafting 
  that imbues liquids with faith in various 
  proportions for a variety of effects. 
  Faith Power 
   
  Faith Gems are also potent power 
  sources, and many devices have been 
  created 
  which 
  draw 
  upon 
  them 
  as 
  batteries. The most potent of devices 
  require either gems of greater quality or 
  prayer. 
  PRAYER 
  Faith has power on its own, enough to be 
  truly miraculous, but its true power comes 
  in the hands of those who believe in the 
  elemental courts and their message to 
  mankind. Ritual and prayer can magnify 
  the power of the faith gems to truly 
  magnificent levels. 
  Faith Hunters 
   
  Faith is difficult enough to gather that 
  there's an entire class of individuals who 
  make thier livings going into wild areas to 
  try to harvest some. The bravest of these 
  know that in areas rich in faith, the 
  creatures of the area can become infused 
  with faith, shaping them into somethign 
  more primal and potent than their natural 
  form. Such creatures, while dangerous, can 
  be very lucrative to the hunter who brings 
  one in, since the amount of faith that can 
  
        
   
   
   
  page 19 
  be extracted from its body can prove more 
  than worth the risk. 
   
   
  
SOURCE: textdata/thevault/Spirit of the Century/Spirit of the Century Skyfall.pdf