TEXT:  
  7th Sea Character Handbook 
   
  by Stephen D'Angelo (dangelo@crystalkeep.com) 
  Updated October 14, 2002 
   
   
  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 
  CM  
  = 7th Sea Compendium 
  CN#  
  = Crow's Nest (issue #) 
  CP 
  = Church of the Prophets 
  DK  
  = Die Kreuzritter 
  FR  
  = Freiburg (box set) 
  EN  
  = Eisen 
  GM  
  = GM's Guide 
  IC  
  = Invisible Co llege 
  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 
  SD 
  = Sophia's Daughters 
  SF  
  = Scoundrel's Folly 
  SG 
  = Swordsman’s Guild 
  US  
  = Ussura 
  VK  
  = Villains Kit  
  VO  
  = Vodacce 
  VV 
  = Vendel / Vesten 
  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 
  European 
  Equivalent 
   
  Trait Bonus 
  Sorcery or 
  Shamansism 
  Combat 
  Schools  
   
  Special Advantages 
  Avalon 
  Insmore 
  Highlands 
  Great Britain 
  Ireland 
  Scotland 
  +1 Resolve 
  Druid (Gesa) 
  Glamour 
  (Legend) 
  Donovan 
  Finnegan 
  Goodfellow 
  MacDonald 
  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) 
  Castille 
  Spain 
  +1 Finesse 
  El Fuego 
  Adentro (Fire) 
  Aldana 
  Gallegos 
  Soldano 
  Torres 
  Zepeda 
  Acalde (only) 
  Castillian Education (only) 
  Castillian Squire (-1) 
  Extended Family (only) 
  Roving Don (only) 
  Unversity (-2) 
  Crescent Empire 
  Middle East 
  (By clan) 
  (By clan) 
  (By clan) 
  Crescent Servant (-1) 
  Membership(Eyes of the Peacock) (only) 
  Aldiz’ahali  
  +1 Wits 
  None 
  Duphan 
   
  Atlar’vahir  
  +1 Resolve 
  None 
  Vahiy 
  Khel-kalb (only) 
  Jadur’rihad  
  +1 Panache 
  None 
  Yael 
   
  Kurta-kir  
  +1 Brawn 
  Duman’kir 
  Marikk 
   
  Ruzgar’hala  
  +1 Finesse 
  None 
  Sesemlik 
  Acurate Slinger (-1) 
  Yilan-bazlik  
  +1 Wits 
  None 
  None 
  Membership(Qatihl’i) (-1) 
  Eisen 
  Germany 
  +1 Brawn 
  Zerstorung 
  (Disintegration) 
  Drexel 
  Eisenfaust 
  Gelingen 
  Hopken 
  Posen 
  Steil 
  Unawendbar 
  Academy (-2) 
  Dracheneisen (only) 
  Eisen Bodyguard (-1) 
  Iron Guard (only) 
  Nibelung (only) 
  Rucken (-2) 
  Kanu (CN0 4) 
  Pacific Islands +1 Brawn 
  Opah (Weapon) 
  None 
  Keen Senses (-1) 
  Small (-1) 
  Montaigne 
  France 
  +1 Panache 
  Porte (Doorway) Boucher 
  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 
  Laerdom 
  (Rune) 
  Halfdansseon 
  Larsen 
  Leegstra 
  Rasmussen 
  Siggursdottir 
  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 
  Villanova 
  Governor (only) 
  Left-Handed (-2) 
  Lord's Hand (only) 
  Unbound (only) 
  Vodacce Valet (-1) 
  
   
  3 
  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 
  Constitution 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. 
   
  
   
  4 
  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 (other than Nacht) 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) 
  The type of sorcery your character can know depends on the nation they are from: 
   
  Nation 
  Sorcery Type 
  Description 
  Avalon 
  Insmore 
  Highlands 
  Glamour (Legend) (PG 200) 
  A magical power that draws on legendary people 
  Castille 
  El Fuego Adentro (Fire) (CA 98) 
  Ability to control fire. 
  Crescent Empire 
  Duman’kir (Wolf) (CE 79) 
  Wolf and mist magic . 
  Eisen 
  Zerstorung (Disintegration) (RI 79) 
  Ability to accelerate effects of time. 
  Kanu (CN0 4) 
  None 
   
  Montaigne 
  Porte (Doorway) (PG 212) 
  Teleportation magic. 
  Ussura 
  Pyeryem (Shapeshifting) (PG 214) 
  Shapeshifing to and from an animal form. 
  Vendel 
  Vestenmannavnjar 
  Laerdom (Rune) (PG 203) 
  The use of viking runes to create magical effects. 
  Vodacce 
  Sorte (Fate) (PG 219) 
  The ability to change fate. 
  Die Kreuzritter 
  Nacht (Shadow)  (DK 71) 
  The ability to move in the shadow world. 
  Characters are not born with this Sorcery. 
  Qatihl’i 
  Af’a (Snake) (CE 103) 
  The ability to move through tight spaces. 
  Sophia's Daughters 
  Scrying (Female)  (SD 92) 
  The ability to see other places and times. 
   
  Scrying (Male)  (SD 92) 
  Becoming perfectly physically fit. 
   
  Shamanism 
  A shaman is not a sorcerer, but does have magical powers.  You cannot have both a Shaman and Sorcery advantage 
  at the same time. 
   
  Nation 
  Sorcery Type 
  Cost 
  Description 
  Avalon 
  Insmore 
  Highlands 
  Druid (Gesa) 
  (AV 98) 
  20 HP 
  The ability to place a Gesa (bonus experience as long as 
  some rule is followed). 
  Kanu (CN0 4) 
  Opah (CN0 4) 
  10 HP 
  Weapon magic. 
   
  
   
  5 
  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) 
   
   
  (This TN bonus cannot be  
  Panzerhand 
  6 
  3 armor points.  +1 unkept die with 
  Panzerhand knacks.   (See options below.)  
   
   
  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. 
   
  
   
  6 
  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 knacks, but does not have the 
  apprentice ability.  To advance to apprentice level, pay the difference in XP cost.  
  The combat schools are briefly described here.  Refer to the Schools book for more information. 
  Combat Schools (Part 1 of 2) 
  Nation 
  School 
  Weapon Type 
  Skills 
  School Knacks 
  Avalon 
  Andews (SG 87) 
  Fencing Sword 
  Athlete + Fencing 
  Lunge / Feint / Riposte 
   
  Donovan (PG 147) 
  Short Sword + 
  Buckler 
  Buckler + Fencing 
  Bind / Disarm / Riposte 
  Insmore 
  Highlands 
  Finnegan (AV 95) 
  Fist fighting 
  Pugilism + Wrestling 
  Bob n' Weave / Corps-a-corps / 
  Disarm 
   
  Goodfellow (AV 96) 
  Bow 
  Archer + Hunter 
  Arc / Disarm / Tagging 
   
  MacDonald (AV 97) 
  Claymore 
  Athlete + Heavy 
  Weapon 
  Beat / Lunge / Pommel Strike 
   
  Robertson (SG 90) 
  Fencing Sword + 
  Cloak 
  Cloak + Fencing 
  Double-parry / Entangle / Feint 
  Castille 
  Aldana (PG 146) 
  Fencing Sword 
  Courtier + Fencing 
  Feint / Riposte / Tagging 
   
  Gallegos (CA 95) 
  Fencing Sword 
  Athlete + Fencing 
  Feint / Riposte / Tagging 
   
  Gustavo (LV 80) 
  Fencing Sword on 
  Horseback 
  Fencing + Rider 
  Charge / Cavalry Attack / Trick 
  Riding 
   
  Soldano (CA 96) 
  Two Fencing 
  Swords 
  Athlete + Fencing 
  Double-parry / Tagging / Whirl 
   
  Torres (CA 97) 
  Fencing Sword + 
  Cloak 
  Cloak + Fencing 
  Double-parry / Side-step / Tagging 
   
  Zepeda (CA 97) 
  Whip 
  Athlete + Whip  
  Bind / Disarm / Tagging 
  Crescent Empire 
  Daphan (CE 75) 
  Scimitar 
  Athlete + Fencing 
  Beat / Lunge / Pommel Strike 
   
  Marikk (CE 75) 
  Two Knives 
  Athlete + Knife 
  Double-attack / Lunge / Whirl 
   
  Sersemlik (CE 76) 
  Two-Handed 
  Sword 
  Athlete + Heavy 
  Weapon 
  Feint / Tagging / Whirl 
   
  Vihiy (CE 77) 
  (None) 
  Commander + Rider 
  Horse Archery / Orders 
   
  Yael (CE 78) 
  Two Scimitars 
  Fencing + Performer 
  Disarm / Double-parry / Feint 
  Eisen 
  Drexel (EN 85) 
  Zweihander 
  Dirty Fighting + Heavy 
  Weapon  
  Disarm / Lunge / Pommel Strike 
   
  Durchsetzungburg (SG 
  88) 
  Fencing Sword 
  Fencing + Scholar 
  Riposte / Tagging / Wall of Steel 
   
  Eisenfaust (PG 148) 
  Broadsword + 
  Panzerhand 
  Heavy Weapon + 
  Panzerhand 
  Beat / Bind / Disarm 
   
  Gelingen (EN 87) 
  (None) 
  Dirty Fighting + Doctor 
  Exploit Weakness (Monster) 
   
  Hopken (EN 88) 
  Crossbow 
  Athlete + Crossbow 
  Arc / Reload / Trick Shooting 
   
  Loring (FR 92) 
  Panzerhand 
  Athlete + Panzerhand 
  Bind / Disam / Hook 
   
  Posen (EN 89) 
  Boar Spear 
  Polearm + Rider 
  Beat / Charge / Lance 
   
  Steil (EN 90) 
  (None) 
  Commander + Courtier 
  Orders 
   
  Unabwendbar (EN 92) 
  (None) 
  Commander + Scholar 
  Orders 
  Kanu (CN0 4) 
  None 
   
   
   
  Montaigne 
  Boucher (MO 79) 
  Two Knives 
  Criminal + Knife 
  Double-attack / Double-parry / 
  Riposte 
   
  Gaulle (SG 88) 
  Fencing Sword + 
  Triple Dagger 
  Fencing + Knife 
  Double-parry / Bind / Disarm 
   
  Rois et Reines (MO 80) 
  Musket with 
  Bayonet  
  Firearms + Polearm 
  Beat / Lunge / Pommel Strike 
  
   
  7 
  Combat Schools (Part 2 of 2) 
  Nation 
  School 
  Weapon Type 
  Skills 
  School Knacks 
  Montaige 
  (Continued) 
  Tout Pres (MO 81) 
  Improvised + 
  Fencing Sword 
  Dirty Fighting + 
  Fencing 
  Corps-a-corps / Double-parry / 
  Tagging 
   
  Valroux (PG 149) 
  Fencing Sword + 
  Main Gauche 
  Fencing + Knife 
  Double-parry / Feint / Tagging 
  Ussura 
  Bogatyr (US 97) 
  Axe 
  Heavy Weapon + 
  Hunter 
  Lunge / Pommel Strike / Throw 
   
  Buslayevich (US 98) 
  Bow 
  Archer + Rider 
  Charge / Horse Archery / Trick Riding 
   
  Dobrynya (US 99) 
  Wrestling 
  Ahtlete + Wrestling 
  Bear Hug / Disarm / Fortitude 
  Vendel 
  Vestenmannavnjar 
  Halfdansson (VV 93) 
  Harpoon 
  Polearm + Whaler 
  Disarm / Lunge / Pommel Strike 
   
  Kjemper (SG 89) 
  Longsword + 
  Shield 
  Heavy Weapon + Shield 
  Attack(Shield) / Corps-a-corps / Wall 
  of Steel 
   
  Larsen (VV 94) 
  Fencing Sword + 
  Lantern 
  Fencing + Streetwise 
  Ambush / Feint / Parry 
   
  Leegstra (PG 149) 
  Broadsword or 
  Axe 
  Heavy Weapon + 
  Wrestling 
  Beat / Corps-a-corps / Lunge 
   
  Rasmussen (VV 95) 
  Pistol 
  Courtier + Firearms 
  Pommel Strike / Reload / Trick 
  Shooting 
   
  Siggursdottir (VV 96) 
  Hand Axe 
  Athlete + Hand Axe 
  Double Attack / Throw / Whirl 
   
  Snedig (SG 90) 
  Fencing Sword 
  Doctor + Fencing 
  Beat / Feint / Lunge 
   
  Swanson (SG 90) 
  Swordcane 
  Dirty Fighting + 
  Fencing 
  Conceal / Double-parry / Pommel 
  Strike 
   
  Urostifter (SG 91) 
  Two Longswords 
  Athlete + Heavy 
  Weapon 
  Beat / Double-parry / Feint 
  Vodacce 
  Ambrogia(PG 147) 
  Fencing Sword + 
  Main Gauche 
  Dirty Fighting + 
  Fencing 
  Feint / Pommel Strike / Riposte 
   
  Bernoulli (VO 94) 
  Fencing Sword 
  Fencing + Pugilism 
  Beat / Corps-a-corps / Lunge 
   
  Cappuntina (VO 94) 
  Throwing Knife 
  Knife + Performer 
  Pin / Throw / Trick Shooting 
   
  Lucani (SG 89) 
  Broadsword + Fist 
  Heavy Weapon + 
  Pugilism 
  Beat / Pommel Strike / Corps-a-corps 
   
  Villanova (VO 95) 
  Fencing Sword + 
  Knife 
  Fencing + Knife 
  Double-parry / Feint / Stop-thrust  
  ANY 
  Rogers (PN 94) 
  Fencing Sword 
  Dirty Fighting + 
  Fencing 
  Bind / Corps-a-corps / Disarm 
  Church of the 
  Prophets 
  The Friars (CP 91) 
  Fist / Improvised 
  Dirty Fighting + 
  Pugilism 
  Beat / Corps-a-corps / Disarm / 
  Improvised Attack 
   
  Rossini (CP 92) 
  Halberd 
  Polearm + Wrestling 
  Beat / Disarm / Bind 
   
  Swords of Solomon (CP 
  93) 
  Fencing Sword + 
  Shield 
  Fencing + Shield 
  Bind / Disarm / Shield Attack 
  Die Kreuzritter 
  Mortis (DK 69) 
  Stiletto 
  Criminal + Knife 
  Double-attack / Riposte / Throw 
  Explorer's Society 
  Shield Man (AH 60) 
  Improvised 
  Athlete + Dirty Fighting 
  Bind / Corps-a-corps / Riposte 
  Invisible College 
  Bonita (IC 79) 
  Fencing Sword 
  Athlete + Fencing 
  Bind / Disarm / Wall of Steel 
  Los Vagos 
  El Punal Occulto (LV 77) 
  Fencing Sword 
  Fencing + Knife 
  Bind / Corps-a-corps / Pommel Strike 
  NOM 
  Quinn (NM2 3) 
  Knife 
  Knife + Spy 
  Beat / Feint / Lunge 
  Qatihl’i 
  Qor’qunq (CE 102) 
  Knife 
  Knife + Spy 
  Lunge / Poison / Throat Strike 
  Rilasciare 
  Vipera ex Morsi (RI 78) 
  Knife 
  Dirty Fighting + Knife 
  Beat / Corps-a-corps / Lunge 
  Rose and Cross 
  Desaix (RC 66) 
  Fencing Sword + 
  Main Gauche 
  Fencing + Knife 
  Double-parry / Feint / Lunge 
  Sophia's Daughters 
  Necare (SD 82) 
  Knife 
  Knife + Spy 
  Conceal / Corps-a-corps / Poison 
  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 fro m 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") (Part 1 of 2) 
  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. 
  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. 
  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. 
  Astrologer 
  VV 98 
  10 HP 
  Vendel only. 
  You may roll Wits+Astronomy with a TN of 15 to help or hinder someone.  If 
  you hinder, their mass combat checks this scene are at -2 (minimum 1) and the 
  TN for all their rolls is increased by 3. If you help someone, their mass combat 
  numbers this scene are +2 and the TN for all their rolls is decreased by 3. For 
  +10 TN you can make either last for a whole act.  Only one Astrologer can 
  affect a person at a time.  To override another Astrologer, you need to make 
  more additional raises (+5 TN) than they did. 
  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. 
  
   
  10 
  Knowledge Advantages ("what you know") (Part 2 of 2) 
  Advantage 
   
  HP Cost 
  Description 
  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.) 
  Sympathetic Healer 
  VV 100 
  20 HP 
  Vesten only. 
  You can touch someone and spend a drama die and roll Resolve against TN 10 
  to transfer their flesh wounds to you.  For each +5 TN you can also transfer one 
  dramatic wound.  You can touch and spend a drama die (no roll) to transfer one 
  dose of poison or illness to you.  You can touch and spend a drama die and roll 
  Resolve against TN 20 to transfer one dose of poison or illness from yourself to 
  another person.  You can touch and spend a drama die and roll Resolve against 
  TN 15 to transfer lose one dramatic wound and do 2k2 wounds to another 
  person (these wounds act like a firearm for purposes of extra dramatic wounds). 
  Physical Advantages ("what you are") (part 1 of 4) 
  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, or Vendel/Vesten. 
  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. 
  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. 
  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 
  +1 unkept die for skill checks involving your senses. 
  Khel-kalb 
  CE 85 
  10 HP 
  Crescent(Altar’vahir) only. 
  You have a special bond one horse.  You can communicate with it, and can 
  understand back on a Panache check TN 15.   
  You can add its rank in any trait to any roll made involving that trait while 
  riding it, including adding its Brawn to your damage rolls (for example, +3 for 
  Brawn 3).  You similarly add your traits to rolls made by the horse. 
  You can spend a drama die to move a dramatic wound from yourself to the 
  horse or vice versa. 
  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. 
  
   
  11 
  Physical Advantages ("what you are") (part 2 of 4) 
  Advantage 
   
  HP Cost 
  Description 
  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). 
  MacCodrum Heritage 
  AV 93 
  5 HP 
  Avalon only. 
  Have some Sidhe blood (as per AV 91-93).  You have Appearance: Stunning, 
  Child of the Sea, Immunity to Disease, Slow Aging, Sea Bound, Iron 
  Vulnerability, and Cold Hearted. 
  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. 
  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. 
  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. 
  Rimal 
  CE 87 
  20 HP 
  Crescent(Yilan-bazlik) only. 
  You have sand magic.  You cannot be harmed by sand.  You can fall any 
  distance onto sand without  being hurt.  Your vision is not impaired by airborne 
  sand.  Your breathing is never impaired by sand, even if buried.  Sand can 
  impair your ability to move, however. 
  You may spend a drama die and make a Resolve check TN 15 to create a 
  sandstorm.  For every +5 TN, you can change the weather one step rougher.  
  Damage from this storm is +2k0 and occurs in phase 10 of each round.  You can 
  spend an action die and make a Finesse check to hit the opponent to target an 
  individual with the storm, who cannot use any Parry knacks against this.  
  Damage is (Resolve)k1.  Duration of storm is your 2*Panache rounds.  You may 
  end the storm early by spending an action die.   
  When you create the storm, you may spend an additional drama die to give the 
  storm a shape (like an image of yourself or a pack of wolves).  If you do this, the 
  storm is +1k0 to hit and -1k0 damage. 
  Ruzgar’canli 
  CE 88 
  10 HP 
  Crescent(Ruzgar’hala ) only. 
  You have spirit magic.  Once per story, you may spend a drama die and make a 
  Resolve check TN 25 to ask the Ghost Wind one question.  It can only answer 
  about things exposed to the wind. 
  You can make a Resolve roll TN 15 to have the Ghost Wind carry a message 
  that is one word long.  +5 TN per extra word. 
  Sensitive Bones 
  US 102 
  2 HP 
  You get +1 kept die on Weather rolls. 
  Sharkici 
  CE 88 
  20 HP 
  Crescent(Jadur’rihad) only. 
  You get the Rahib skill for free.  You get +1 rank in Chanting. 
  Your chanting can affect any supernatural creature.  Spend a drama die and 
  make a contested roll of the creature’s Resolve versus your 
  (Resolve+Singing)k(Resolve).  The one that rolls lower receives a number of 
  flesh wounds equal to the difference between the rolls. 
  Sidhe Blood 
  AV 91 
  1-8 HP 
  Avalon or Sophia's Daughters only. 
  See AV 91-93 or SD 87-89 for possible advantages. 
  Small 
  PG 165 
  2 HP 
  +1 unkept die on Stealth and Shadowing rolls.  
  -1 die on first damage roll each combat. 
  (You cannot also get the Large advantage.) 
  
   
  12 
  Physical Advantages ("what you are") (part 3 of 4) 
  Advantage 
   
  HP Cost 
  Description 
  Sulimaq 
  CE 88 
  10 HP 
  Crescent(Yilan-bazlik) only. 
  You know water magic.  You can spend a drama die to dowse for water.  Make 
  a Panache check TN 5 to find 1 pint of water that can be located in 10 minutes 
  of digging.  +5 TN for each additional pint of water. 
  You can summon a rainstorm with Panache+Weather with TN 30.  The storm 
  will drop 1/4 inch of rain during the next 24 hours.  +5 TN for each additional 
  1/4 inch. 
  Once you have drunk from an oasis, you may make a Panache+Navigation 
  check TN 20 to get a rough idea of distance and direct ion to the nearest one you 
  have drunk from.  This does not work on lakes, oceans, and rivers. 
  Takim’aldiz 
  CE 89 
  10 HP 
  Crescent(Aldiz’ahali) only. 
  You know star magic.  You can see the stars and other celestial bodies 
  regardless of obstruction or time of day.  You know the relationship between 
  them as well.   
  You know the time of day, latitude and longitude.  You receive +10 on 
  Navigation rolls. 
  You can spend a drama die and look at a person for one round and make a 
  contested roll of Wits against Wits to find out that person’s astrological sign.  If 
  you succeed, you also gain a Star Die, plus one extra for every -5 you took on 
  your roll.  These Star Dice work like Drama dice on rolls made against that 
  person.  They disappear at the end of the scene. 
  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 Henchment 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 Crescent. 
  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. 
  
   
  13 
  Physical Advantages ("what you are") (part 4 of 4) 
  Advantage 
   
  HP Cost 
  Description 
  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. 
  Career Advantages ("what you do") (1 of 2) 
  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/month (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. 
  
   
  14 
  Career Advantages ("what you do") (2 of 2) 
  Advantage 
   
  HP Cost 
  Description 
  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. 
  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 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. 
  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. 
   
  
   
  15 
  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 
  PG 164 
  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 
  Sidhe Ally 
  AV 91 
  2 HP 
  You have an ally in Sidhe court.  You can count on him, but he'll count on you 
  and his troubles can be bigger. 
  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. 
  
   
  16 
  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 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). 
  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 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. 
  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. 
  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). 
  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. 
  
   
  17 
  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 
  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 (10/15/20). 
  Sidhe Weapon 
  AV 94 
  2-4 HP 
  Avalon only.  -1 HP cost if have Sidhe Blood with Good Standing. 
  Dagger (2 HP) = 2k2 weapon (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. 
  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. 
  
   
  18 
  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 interrogation. 
  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 adv antage 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. 
  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. 
   
  
   
  19 
  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 efforts.  
  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 via 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. 
   
  
   
  20 
  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 Sweetwen that can carry messages back and forth for you to 
  any location it has been. 
  
   
  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.  Yo u 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. 
  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.) 
  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. 
  El Vago 
  LV 82 
  Los Vagos only. 
  You have worn the mask of El Vago.  This makes you a wanted person. 
  Exiled 
  PN 97 
  WOB 
  105 
  You are forbidden to return home.  If you go, you could be executed. 
  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. 
  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. 
  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. 
   
  
   
  22 
  Backgrounds (part 2 of 2)  
  Background 
   
  Description 
  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 consider 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. 
  Past Posession 
  SD 86 
  Sophia's Daughters only. 
  You have been possessed by a Sidhe spirit to do a service. 
  Pressed Into Service 
  PN 98 
  WOB 
  106 
  You are currently serving someone unwillingly and are waiting for a chance to escape. 
  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 suffer 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.  Across the top of the table is your character's nation. 
  Languages 
  Avalon 
  Castillle 
  Crescent 
  (Aldiz) 
  Crescent 
  (Altar) 
  Crescent 
  (Jadur) 
  Crescent 
  (Kurta) 
  Crescent 
  (Ruzgar) 
  Crescent 
  (Yilan) 
  Eisen 
  Kanu (CN0 4) 
  Montaigne 
  Ussura 
  Vendel 
  Vodacce 
  Avalon 
  0 
  2 
  3 
  3 
  3 
  3 
  3 
  3 
  1 
  2 
  2 
  2 
  1 
  2 
  Cymric 
  1 
  3 
   
   
   
   
   
   
  2 
  3 
  3 
  3 
  2 
  3 
  Inish 
  1 
  3 
   
   
   
   
   
   
  2 
  3 
  3 
  3 
  2 
  3 
  Castille 
  2 
  0 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  3 
  1 
  3 
  2 
  1 
  Crescent (Tikaret) 
  3 
  2 
  0 
  0 
  0 
  0 
  0 
  0 
  3 
  4 
  4 
  2 
  3 
  4 
  Aldiz 
  4 
  2 
  0 
  2 
  3 
  2 
  2 
  3 
  4 
   
  5 
  3 
  3 
  4 
  Atlar 
  4 
  3 
  2 
  0 
  2 
  2 
  2 
  2 
  5 
   
  6 
  2 
  4 
  4 
  Judur 
  4 
  4 
  2 
  2 
  0 
  2 
  3 
  2 
  5 
   
  6 
  3 
  5 
  6 
  Kurta 
  4 
  3 
  2 
  1 
  2 
  0 
  2 
  2 
  5 
   
  6 
  2 
  4 
  5 
  Ruzgar 
  3 
  2 
  2 
  2 
  2 
  1 
  0 
  2 
  4 
   
  4 
  4 
  4 
  3 
  Tikat 
  5 
  4 
  4 
  3 
  2 
  3 
  4 
  2 
  5 
   
  6 
  3 
  5 
  6 
  Tirala 
  4 
  3 
  1 
  2 
  3 
  1 
  2 
  2 
  4 
   
  6 
  1 
  4 
  5 
  Yilan 
  5 
  2 
  3 
  2 
  2 
  2 
  2 
  0 
  4 
   
  6 
  4 
  5 
  4 
  Eisen 
  1 
  2 
  3 
  3 
  3 
  3 
  3 
  3 
  0 
  1 
  2 
  2 
  1 
  2 
  High Eisen 
  2 
  3 
  5 
  5 
  5 
  5 
  5 
  5 
  1 
  2 
  3 
  3 
  2 
  3 
  Kanu 
  3 
  2 
   
   
   
   
   
   
  3 
  0 
  4 
  2 
  3 
  4 
  Montaigne 
  2 
  1 
  4 
  4 
  4 
  4 
  4 
  4 
  2 
  3 
  0 
  3 
  2 
  1 
  Thean 
  3 
  2 
  3 
  3 
  4 
  3 
  2 
  4 
  3 
  4 
  2 
  4 
  3 
  2 
  Ussura 
  2 
  3 
  3 
  2 
  3 
  2 
  3 
  3 
  2 
  3 
  3 
  0 
  2 
  3 
  Fhideli 
  4 
  4 
   
   
   
   
   
   
  4 
  4 
  4 
  4 (2) 
  4 
  4 
  Nadati 
  - 
  - 
   
   
   
   
   
   
  - 
  - 
  - 
  2 
  - 
  - 
  Teodoran 
  3 
  4 
  3 
  2 
  3 
  1 
  3 
  3 
  3 
  4 
  4 
  1 
  3 
  4 
  Vendel 
  1 
  2 
  3 
  3 
  3 
  3 
  3 
  3 
  1 
  2 
  2 
  2 
  0 
  2 
  Vodacce 
  2 
  1 
  4 
  4 
  4 
  4 
  2 
  4 
  2 
  3 
  1 
  3 
  2 
  0 
  Cymric (A 31)  
  = Native tongue of Avalon 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 (A 44)  
  = Native tongue of Insmore.  Rarely spoken now. 
  Kanu (CN0 4)  
  = Language spoken by natives of the western isles.  
  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. 
  Read and Write (PG 163) 
  +1 HP 
  In addition to speaking, you can also read and write in the language. 
   
  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. 
   
  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. 
  
   
  24 
  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 
  Buckler 
  PG 152 
  Parry (Buckler) 
  Attack (Buckler) 
  Captain 
  PN 99 
  WOB 
  106 
  Strategy, Tactics 
  Ambush, Bribery, Cartography, Diplomacy, 
  Gunnery, Incitation, Leadership, Logistics 
  Cloak 
  CA 95 
  Parry (Cloak) 
  Entangle 
  Commander 
  PG 153 
  Strategy, Tactics 
  Ambush, Artillery, Cartography, Diplomacy, 
  Gunnery, Incitation, Leadership, Logistics 
  Crossbow 
  PG 153 
  Attack (Crossbow), Fletcher 
  Reload (Crossbow) 
  Dirty Fighting 
  PG 154 
  Attack (Dirty Fighting) 
  Attack (Improvised Weapon), Eye-gouge, 
  Kick, Parry (Improvised Weapon), Throat 
  Strike, Throw (Improvised Weapon) 
  Fencing 
  PG 154 
  Attack (Fencing), Parry (Fencing) 
  Cavalry Attack 
  Firearms 
  PG 155 
  Attack (Firearms) 
  Reload (Firearms) 
  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, Trick Riding 
  Shield 
  US 96 
  Parry (Shield) 
  Attack (Shield) 
  Sling 
  CE 74 
  Attack (Sling) 
  Snapshot(Sling), Trick Shooting(Sling) 
  Staff 
  NEW 
  Attack (Staff), Parry (Staff) 
   
  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) 
   
   
  
   
  25 
  Civil Skills (part 1 of 2) 
  Skill 
   
  Basic Knacks 
  Advanced Knacks 
  Acrobat 
  US 93 
  Balance, Footwork 
  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 
  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 
  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 
  Forger 
  RI 85 
  Calligrapher, Forgery, Paper Maker, Research 
  Conceal, Cryptography  
  Fortune Telling 
  US 94 
  Oratory, Palm Reading 
  Bones, Card Reading, Cold Read, 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. 
  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 
  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, Fletcher, 
  Florist, Furrier, Gardener, Glassblower, 
  Gunsmith, Hatter, Innkeeper, Jenny, Jeweler, 
  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 Missionary 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, 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, Writing 
  Diplomacy, Mooch, Theology  
  
   
  26 
  Civil Skills (part 2 of 2) 
  Skill 
   
  Basic Knacks 
  Advanced Knacks 
  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, Writing 
  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 
  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 
  Socializing, 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. 
   
  
   
  27 
  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 Loring school allows members to increase Disarm(Panzerhand) to rank 6. 
  The Die Kreuzritter secret society has one person who can train specific knacks to rank 6. (DK 69)  They are: 
   
  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 
  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 explode 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". 
  
   
  28 
  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. 
  Combat Knacks (Part 1 of 2) 
  Knack 
   
  Skill 
  Description 
  Artillery 
  PG 153 
  Commander* 
   
  Attack (Bow) 
  PG 151 
  Archer 
   
  Attack (Buckler) 
  PG 153 
  Buckler* 
  1k1 damage. (CM 6) 
  Attack (Crossbow) 
  PG 153 
  Crossbow 
   
  Attack (Dirty Fighting) 
  PG 154 
  Dirty Fighting 
   
  Attack (Fencing) 
  PG 154 
  Fencing 
   
  Attack (Firearms) 
  PG 155 
  Firearms 
   
  Attack (Hand Axe) 
  US 96 
  Hand Axe 
   
  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 (Whip) 
  CA 95 
  Whip 
   
  Bear Hug 
  PG 157 
  Wrestling* 
   
  Break 
  PG 157 
  Wrestling* 
   
  Cavalry Attack 
  CE 74 
  Fencing * 
   
  Ear Clap 
  PG 156 
  Pugilism* 
   
  Entangle 
  CA 95 
  Cloak * 
   
  Escape 
  PG 157 
  Wrestling* 
   
  Eye-gouge 
  PG 154 
  Dirty Fighting* 
   
  Grapple 
  PG 157 
  Wrestling 
   
  Gunnery 
  PG 153 
  PN 99 
  Captain* 
  Commander* 
   
  Head Butt 
  PG 157 
  Wrestling* 
   
  Horse Archery 
  PG 151 
  Archer* 
   
  Jab 
  PG 156 
  Pugilism 
   
  Kick 
  PG 154 
  Dirty Fighting* 
  0k2 damage. (CM 6) 
  Parry (Buckler) 
  PG 152 
  Buckler 
   
  Parry (Cloak) 
  CA 95 
  Cloak 
   
  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 
   
  Reload (Crossbow) 
  PG 154 
  Crossbow* 
   
  Reload (Firearms) 
  PG 155 
  Firearms* 
   
  Set Defense 
  PG 156 
  Polearm* 
   
  Snapshot (Bow) 
  PG 151 
  Archer* 
   
  Snapshot (Sling) 
  CE 74 
  Sling * 
   
  
   
  29 
  Combat Knacks (Part 2 of 2) 
  Knack 
   
  Skill 
  Description 
  Throat Strike 
  PG 154 
  Dirty Fighting* 
   
  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* 
   
  Trick Shooting (Bow) 
  PG 152 
  Archer* 
   
  Trick Shooting (Sling) 
  CE 74 
  Sling * 
   
  Uppercut 
  PG 156 
  PG 156 
  Panzerhand* 
  Pugilism* 
   
  Civil Knacks (part 1 of 8) 
  Knack 
   
  Skill 
  Description 
  Accounting 
  CA 93 
  PG 138 
  PG 142 
  Engineer * 
  Merchant* 
  Servant* 
   
  Acting 
  PG 139 
  VO 92 
  Courtesan 
  Performer 
   
  Ambush 
  EN 84 
  LV 81 
  PG 135 
  PG 137 
  PG 153 
  PN 99 
  VO 94 
  Captain* 
  Commander* 
  Criminal* 
  Guide* 
  Hunter* 
  Riverboat Pilot* 
  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* 
   
  Astronomy 
  PG 142 
  Scholar* 
   
  Baker 
  VV 93 
  Merchant 
   
  Balance 
  EN 83 
  PG 140 
  PN 100 
  US 94 
  VV 91 
  Acrobat 
  Riverboat Pilot 
  Sailor 
  Whaler 
   
  Barber 
  PG 137 
  Merchant 
   
  Bartending 
  PG 138 
  Merchant* 
   
  Bird Handling 
  US 94 
  Falconer 
   
  Blacksmith 
  PG 137 
  RI 83 
  Bomb-making 
  Merchant 
   
  Bones 
  US 95 
  Fortune Telling* 
   
  Break Fall 
  PG 152 
  US 94 
  Acrobat* 
  Athlete* 
   
  Brewer 
  VV 93 
  Merchant 
   
  Bribery 
  EN 84 
  PG 143 
  PN 99 
  Captain* 
  Riverboat Pilot* 
  Spy* 
   
  
   
  30 
  Civil Knacks (part 2 of 8) 
  Knack 
   
  Skill 
  Description 
  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 
  EN 84 
  PG 140 
  PG 153 
  PN 99 
  RI 83 
  VO 94 
  Arson* 
  Captain* 
  Commander* 
  Guide* 
  Riverboat Pilot* 
  Sailor* 
   
  Ceramics 
  PG 137 
  Merchant 
   
  Chandler 
  PG 137 
  Merchant 
   
  Chanting 
  CE 73 
  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 
  VO 92 
  US 95 
  Courtesan* 
  Fortune Telling* 
  Missionary * 
  Performer * 
  Shirbaz * 
  Teacher * 
   
  Composer 
  PG 133 
  Artist 
   
  Compounds 
  CP 87 
  SD 85 
  Herbalist* 
  Monk * 
   
  Conceal 
  EN 85 
  PG 143 
  RI 83 
  RI 85 
  VO 92 
  Arson * 
  Courtesan* 
  Forger* 
  Spy* 
  Urchin* 
   
  Confectioner 
  VV 93 
  Merchant 
   
  Contortion 
  US 94 
  Acrobat* 
   
  Cooking 
  PG 138 
  SD 85 
  Herbalist 
  Merchant 
   
  Cooper 
  PG 138 
  RI 83 
  Bomb-making 
  Merchant 
   
  Cryptography 
  PG 143 
  RI 85 
  Forger* 
  Spy* 
   
  Dancing 
  PG 133 
  PG 139 
  VO 92 
  Courtesan 
  Courtier 
  Performer 
   
  Dentist 
  PG 136 
  Doctor* 
   
  
   
  31 
  Civil Knacks (part 3 of 8) 
  Knack 
   
  Skill 
  Description 
  Diagnosis  
  PG 136 
  SD 85 
  Doctor 
  Herbalist 
   
  Diplomacy 
  EN 84 
  CA 94 
  CE 73 
  CP 86 
  MR 120 
  PG 134 
  PG 153 
  PN 99 
  VV 91 
  Bard* 
  Captain* 
  Commander* 
  Courtier* 
  Missionary * 
  Politician * 
  Priest * 
  Rahib * 
  Riverboat Pilot* 
  Skald * 
   
  Direction Sense 
  VO 94 
  Guide* 
   
  Disguise 
  PG 140 
  PG 143 
  Performer* 
  Spy* 
   
  Distiller 
  VV 93 
  Merchant 
   
  Drafting 
  CA 94 
  Engineer 
   
  Drawing 
  PG 133 
  Artist 
   
  Drive Carriage 
  PG 142 
  Servant* 
   
  Drive Sleigh 
  US 96 
  Servant* 
   
  Dying 
  PG 138 
  Merchant 
   
  Embalmer 
  PG 138 
  Merchant 
   
  Etiquette 
  CE 72 
  MR 119 
  PG 133 
  PG 142 
  VO 92 
  Bard 
  Courtesan 
  Courtier 
  Politician 
  Servant 
  Shirbaz 
   
  Examiner 
  PG 136 
  Doctor* 
   
  Fashion 
  CE 72 
  PG 134 
  PG 142 
  VO 92 
  Courtesan 
  Courtier 
  Servant 
  Shirbaz 
   
  First Aid 
  PG 136 
  SD 85 
  Doctor 
  Herbalist 
   
  Fishing 
  PG 136 
  Hunter 
   
  Fletcher 
  PG 138 
  PG 151 
  PG 154 
  Archer 
  Crossbow 
  Merchant 
   
  Flora 
  SD 85 
  Herbalist 
   
  Florist 
  VV 93 
  Merchant 
   
  Footwork 
  PG 152 
  PG 156 
  US 94 
  Acrobat 
  Athlete 
  Pugilism 
   
  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 
  PG 138 
  Merchant 
   
  Glassblower 
  PG 138 
  Merchant 
   
  Gossip 
  PG 134 
  PG 142 
  VO 93 
  Courtesan* 
  Courtier* 
  Servant* 
   
  
   
  32 
  Civil Knacks (part 4 of 8) 
  Knack 
   
  Skill 
  Description 
  Gunsmith 
  VV 93 
   Merchant 
   
  Haggling 
  PG 138 
  PG 143 
  RI 84 
  US 95 
  Fence* 
  Fortune Telling* 
  Merchant* 
  Servant* 
   
  Hand Signs 
  PG 143 
  Spy* 
   
  Hatter 
  VV 93 
  Merchant 
   
  Herb Lore 
  AV 95 
  Bard* 
   
  History 
  CE 73 
  PG 141 
  VV 91 
  Bard 
  Rahib 
  Scholar 
  Skald 
   
  Incitation 
  MR 119 
  PG 153 
  PN 99 
  SG 84 
  VV 91 
  Captain* 
  Commander* 
  Politician * 
  Skald * 
  Teacher * 
   
  Innkeeper 
  PG 138 
  Merchant 
   
  Interrogation 
  PG 143 
  Spy* 
   
  Jenny 
  PG 138 
  VO 92 
  Courtesan 
  Merchant 
   
  Jeweler 
  PG 138 
  Merchant 
   
  Juggling 
  US 94 
  Acrobat* 
  Performer* 
   
  Knotwork 
  EN 83 
  PG 140 
  PN 100 
  VV 92 
  Riverboat Pilot 
  Sailor 
  Whaler 
   
  Land on Target 
  LV 82 
  Waylay * 
   
  Law 
  IC 80 
  PG 142 
  Professor * 
  Scholar * 
   
  Leadership 
  PG 153 
  PN 99 
  SG 84 
  Captain* 
  Commander* 
  Teacher * 
   
  Leaping 
  PG 140 
  PG 152 
  PN 100 
  US 94 
  VV 92 
  Acrobat* 
  Athlete* 
  Sailor* 
  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 
  PG 138 
  VO 92 
  Courtesan 
  Merchant 
   
  Mathematics 
  CA 93 
  PG 141 
  RI 82 
  RI 84 
  Arson 
  Bomb-making 
  Engineer 
  Scholar 
   
  
   
  33 
  Civil Knacks (part 5 of 8) 
  Knack 
   
  Skill 
  Description 
  Memorizing 
  US 96 
  Courtier* 
  Performer* 
  Spy* 
   
  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 
  IC 80 
  PG 142 
  SD 84 
  US 95 
  Alchemy * 
  Archaeologist 
  Fortune Telling* 
  Professor * 
  Rahib * 
  Scholar* 
   
  Omens 
  US 95 
  Fortune Telling* 
   
  Oratory 
  CA 94 
  CE 72 
  CP 86 
  IC 80 
  MR 119 
  PG 134 
  PG 139 
  SG 83 
  US 95 
  VV 91 
   
  Bard 
  Courtier 
  Fortune Telling 
  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 
   
  Perfumer 
  VO 94 
  VV 93 
  Merchant 
   
  Philosophy 
  CA 94 
  CE 73 
  CP 86 
  PG 141 
  Missionary 
  Monk 
  Priest 
  Rahib 
  Scholar 
   
  Pickpocket 
  CE 72 
  EN 85 
  PG 135 
  Criminal* 
  Shirbaz * 
  Urchin* 
   
  Pilot 
  EN 84 
  PG 141 
  Riverboat Pilot* 
  Sailor* 
   
  
   
  34 
  Civil Knacks (part 6 of 8) 
  Knack 
   
  Skill 
  Description 
  Poison 
  PG 144 
  PN 100 
  RI 84 
  SD 85 
  VO 93 
  VV 92 
  Alchemy * 
  Bomb-making* 
  Courtesan* 
  Herbalist* 
  Spy* 
  Whaler* 
   
  Politics 
  PG 134 
  IC 80 
  MR 120 
  VO 93 
  Courtesan* 
  Courtier* 
  Politician * 
  Professor * 
   
  Potter 
  PG 138 
  Merchant 
   
  Prestidigitation 
  CE 72 
  PG 135 
  PG 140 
  Criminal* 
  Performer* 
  Shirbaz * 
   
  Printer 
  VV 93 
  Merchant 
   
  Quack 
  PG 134 
  PG 136 
  SD 85 
  Criminal* 
  Doctor* 
  Herbalist* 
   
  Rabble-rousing 
  MR 120 
  Politician * 
   
  Research 
  IC 80 
  PG 141 
  RI 85 
  SD 84 
  SG 83 
  Alchemy 
  Archaeologist 
  Forger 
  Professor 
  Scholar 
  Teacher 
   
  Riddles 
  AV 95 
  VV 91 
  Bard* 
  Skald * 
   
  Ride (Horse) 
  PG 157 
  VO 93 
  Guide 
  Rider 
   
  Rigging 
  EN 84 
  PG 140 
  Riverboat Pilot 
  Sailor 
   
  River Navigation 
  EN 84 
  Riverboat Pilot 
   
  Rolling 
  PG 152 
  US 94 
  Acrobat* 
  Athlete* 
   
  Rune Lore 
  VV 91 
  Skald * 
   
  Sail Maker 
  PG 138 
  Merchant 
   
  Scheming 
  MR 119 
  PG 134 
  Courtier* 
  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 Traps 
  LV 81 
  Waylay 
   
  Shadowing 
  LC 81 
  PG 134 
  PG 143 
  Criminal 
  Spy 
  Waylay 
   
  
   
  35 
  Civil Knacks (part 7 of 8) 
  Knack 
   
  Skill 
  Description 
  Shill 
  US 96 
  Performer* 
   
  Shipwright 
  PN 100 
  VV 93 
  Merchant 
   
  Shopping 
  PG 144 
  RI 85 
  Fence* 
  Streetwise* 
   
  Side-step 
  PG 152 
  Athlete* 
   
  Sidhe Lore 
  AV 95 
  Bard* 
   
  Sincerity 
  CE 73 
  EN 85 
  PG 134 
  PG 144 
  VO 93 
  Courtesan* 
  Courtier* 
  Shirbaz * 
  Spy* 
  Urchin* 
   
  Singing 
  PG 133 
  PG 139 
  VV 91 
  Artist 
  Bard 
  Performer 
  Skald 
   
  Skinning 
  PG 136 
  Hunter 
   
  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 
   
  Sprinting 
  PG 152 
  Athlete 
   
  Stealth 
  EN 84 
  PG 126 
  PG 135 
  PG 143 
  VO 93 
  Criminal 
  Guide 
  Hunter 
  Spy 
  Urchin 
   
  Steward 
  PG 138 
  Merchant 
   
  Storytelling 
  CE 73 
  PG 140 
  SG 84 
  VV 91 
  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 
   
  
   
  36 
  Civil Knacks (part 8 of 8) 
  Knack 
   
  Skill 
  Description 
  Tailor 
  PG 138 
  Merchant 
   
  Theology 
  CA 94 
  CE 73 
  CP 86 
  IC 80 
  PG 142 
  VV 91 
  Missionary * 
  Monk * 
  Priest * 
  Professor * 
  Rahib 
  Scholar* 
  Skald * 
   
  Throwing (Object) 
  PG 152 
  Athlete 
  May not be used to attack. (CM 6) 
  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* 
   
  Underworld Lore 
  PG 144 
  RI 85 
  Fence* 
  Streetwise* 
   
  Unobtrusive 
  CE 73 
  PG 142 
  VO 92 
  Courtesan 
  Rahib 
  Servant 
   
  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 
  IC 80 
  PG 133 
  SG 83 
  VV 91 
  Artist 
  Monk 
  Priest 
  Professor 
  Rahib 
  Skald 
  Teacher 
   
  
   
  37 
  Equipment 
  There are many things you can equip your characters with for their journeys. 
  Weapons (PG 24 + PG194) 
  Advantage 
  Cost 
  Damage 
  Short Range 
  Long Range 
  Reload 
  Fist 
  free 
  0k1 
  - 
  - 
  - 
  Adaga (CE 93) 
  15 g 
  1k2 / 2k2 
  - 
  - 
  - 
  Axe, Battle 
  8 g 
  3k2 
  - 
  - 
  - 
  Bayonet 
  3 g 
  3k2 
  - 
  - 
  - 
  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 
  - 
  - 
  - 
  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) 
  - 
  - 
  - 
  Dilmekiri (CE 93) 
  20 g 
  3k2 
  - 
  - 
  - 
  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 
  - 
  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 
  - 
  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 
  - 
  - 
  - 
  Manople (CE 93) 
  20 g 
  2k2 
  - 
  - 
  - 
  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 
  - 
  - 
  - 
  Scimitar (CE 93) 
  15 g 
  2k2 
  (1k1 to lunge) 
  - 
  - 
  - 
  Shield (US 103) 
  10 g 
  1k1 
  - 
  - 
  - 
  Sling (CE 93) 
  1 g 
  1k2 
  60 yd = -5 to hit 
  120 yd = -10 to hit 
  1 actions 
  Stiletto (RI 91) 
  6 g 
  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 
  - 
  - 
  - 
  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 
  Sword Fencing Ring Grip = Gives +5 on Feint attempts but you take 1k1 wounds if disarmed. (VO 101) 
  
   
  38 
  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 
   
  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 
   
   
   
   
  
   
  39 
  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 
  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 
   
   
   
   
   
  
   
  40 
  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. 
  
   
  41 
  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. 
  
   
  42 
  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 maximum value for Reputation. 
   
  
SOURCE: textdata/thevault/7th Sea [multi]/7th Sea - Character Handbook.pdf