ABILITIES


Code of Hermes: This campaign does not use the Code of Hermes Ability.

Common Law: This campaign does not use the Common Law Ability. No accessible kingdoms use common law as a legal system; civil law systems pervade.

Elder Theology (New Academic Ability): The standard Theology Ability refers to the worship of Nazarah, the God of All Time. (The study and practice of other religions is illegal in the majority of communities.) But characters may purchase this version of the Ability, which pertains to the Old Gods worshiped by the Elder races. Specialties: history, rituals, a particular god (Analeim, Argenta, Laggan, Molovar, Rhaal, Sayvel).

Hand Guns (New Martial Ability): Shooting and caring for one-handed pistols and revolvers of all kinds, basic and advanced. The Hand Guns Ability also covers the use of pistol crossbows. Specialties: any one weapon.

Heavy Weapons (New Martial Ability): Shooting and caring for advanced weapons that have the “heavy weapon” special capability. Specialties: any one weapon.

Language, Dead: Although rare, Duromun, Galaraan, Golmish, and Karahzed still exist but are either strictly outlawed or are the cause of extreme suspicion. Only those with the Gift can make full use of these four languages, but mundanes can use rudimentary forms quite effectively. Academics and priests once used Karahzed as the language of learning. Nearly all educational literature was written in that tongue; the outlawing of that language generations ago has stifled learning and initiated a Dark Age.

Language, Living: Common living languages have the same names as their applicable kingdoms or empires. Player characters begin with Palamux as their Native Language.

The kingdom languages used in the same empire are related and can be used interchangeably at two points lower than the known language’s Ability score. Each empire’s imperial language can be used in the place of any of its kingdom’s languages at one point lower than the language’s Ability score. The Argond imperial language is related to Palamux, Paratorna, Saphyna, Trinsmyra. It also covers the independent island kingdoms of Bzegusta and Mereld. The Trakorien imperial language is related to every other kingdom on the map.

Long Arms (New Martial Ability): Shooting and caring for long-barreled firearms of all kinds, basic and advanced. The Long Arms Ability also covers the use of crossbows and arbalests. Specialties: any one weapon.

Magic Theory: Normally a wizard recognizes the sigil of anyone whose magic she has previously encountered. But a wizard trained in this Ability may attempt to conceal her magical sigil. Concealing a magical sigil requires a roll of Intelligence + Finesse. This is a very hard task; at ease factor 15, the sigil will go unnoticed (absent specific scrutiny). Detecting a concealed sigil requires a roll of Perception + Awareness + the magnitude of the spell. The ease factor is the result of that wizard’s Finesse roll (a 15 minimum).

Parma Magica: You can imbue any number of “shield tokens” when you enact your ritual. These objects must be similar conceptually, like a set of playing cards. The tokens must be crafted or somehow improved by the Parma Magica user herself, even if it is just to clean off some similar rocks found near a river. If a magus carries one of your tokens, your Magic Resistance does not affect that magus’ spells, even if you are not concentrating to lower it. A token must be re-imbued with each enactment of your Parma ritual or it loses its effect.

Farrani magic is highly individualized for a number of reasons. Therefore, the Parma Magica Ability in this setting does not give characters the ability to include others in their protection.

Philosophiae: The natural philosophy branch of this ability includes the study, design, and modification of modern mechanics, although building mechanical devices is accomplished with the Craft ability.

ABILITIES

Moonless Nights Randy Randy