Furycrafting and Racial Magic

Introduction

In addition to the mundane skills that are available to all Alerans, Marat and Canim, there exist certain magical skills that enable particular people to manipulate the basic forces of nature in powerful, subtle and incredible ways. These generally come in three varieties: Furycrafting is a set of disciplines developed by the Alerans originally but now taught and available to everyone to some extent; Rituals are special magical spells developed by the Canim to aid in their war effort or peace time activities; Chala bonding is a special facet of Marat society wherein they bond to a particular animal (or more recently, humanoid) and both gain the strengths of that animal and an instinctive awareness of that animal. Each is laid out in its own section, below. These are usually Skills that are available for a given class, but they can rarely be learned through a Profession (most notably the Scholar).

Furycrafting

Overview and Structure

Furycrafting is organized and codified into six elemental disciplines, and each element is paired with another “opposing” element. The six elemental disciplines are: Aircrafting, Earthcrafting, Watercrafting, Firecrafting, Woodcrafting and Metalcrafting. Air is opposed by Earth, Water by Fire, and Wood by Metal. Each Crafting is itself a single, full Skill, though each is also augmented by a number of ancillary Applications. These Applications are themselves simple Skills, and they all have certain pre-requisite levels of Crafting (Aircrafting 3, Earthcrafting 5, Firecrafting 1, etc). The way that Crafting is set apart is that in order to learn more in a given Crafting Skill, you must have already learned a certain number of Applications in that same Crafting category. For instance, in order to learn more Aircrafting a character needs to have already learned a certain number of ways in which to use the Aircrafting they already have. Many Applications have other pre-requisites as well, such as Swordfighting or Acrobatics.

Core Furycrafting Skills

Aircrafting

  • Description: Air’s swiftness makes a character react faster and move more quickly.
  • Effect: A character may use the Channeling action and add the Aircrafting modifier.

Earthcrafting

  • Description: Earthcrafting makes a character stronger and tougher.
  • Effect: A character may use the Channeling action and add the Earthcrafting modifier.

Firecrafting

  • Description: Firecrafting makes a character more passionate and courageous.
  • Effect: A character may use the Channeling action and add the Firecrafting modifier.

Metalcrafting

  • Description: Metalcrafting makes a character more resolute and iron-willed.
  • Effect: A character may use the Channeling action and add the Metalcrafting modifier.

Watercrafting

  • Description: Watercrafting makes a character more empathetic and understanding.
  • Effect: A character may use the Channeling action and add the Watercrafting modifier.

Woodcrafting

  • Description: Woodcrafting makes a character more perceptive and astute.
  • Effect: A character may use the Channeling action and add the Woodcrafting modifier.

Applications of Furycrafting

Each of the six branches of Furycrafting, in addition to providing the passive benefits given above (called “internal” Furycrafting) can provide a whole host of other benefits if the user is properly trained in its application. The Skills given below represent that. Each branch of Furycrafting has ten general and ten specialized Skills, each of which is a Half Skill with three levels. These Skills often have associated prerequisites, and they provide a new maneuver or benefit at each step. Whenever a Skill is listed with several values as a pre-requisite, each subsequent value is for the next level of the Skill. For instance, a listing of “Aircrafting 1, 2, 3” for the Skill “Windburst” then Windburst 1 requires Aircrafting 1, Windburst 2 requires Aircrafting 2, and Windburst 3 requires Aircrafting 3. Any additional Skills listed as prerequisites after a semicolon apply first to the first level of the Skill for which they are listed as pre-requisites. For example, a listing of “Aircrafting 1, 2, 3; Acrobatics 1” as pre-requisites for a Skill means that its first lever requires Aircrafting 1 and Acrobatics 1, its second level requires Aircrafting 2, and its third level requires Aircrafting 3.

Aircrafting

Windblown Step

  • Pre-requisite(s): Aircrafting 1, 2, 3
  • Description: The characters steps fall faster and swifter, and they can even take to the air borne on a powerful gust of wind.
  • x1: You may add the Dash modifier to all of your movements. If this modifier is available to you from another source as well (such as Acrobatics) then using it reduces the Energy cost of that movement by 2.
  • x2: You may add the Flight modifier to all of your movements.
  • x3: You may add the Airlift modifier to all of your movements.

Windburst

  • Pre-requisite(s): Aircrafting 1, 2, 3
  • Description: The character gains the power to channel his command of air into gusts and gales that hinder and push his opponents
  • x1: You may add the Ranged modifier to all of your Impediments
  • x2: You may add the Lasting modifier to all of your Impediments. If this modifier is already available to you from another source, then using it reduces the cost of an action by 2 Energy.
  • x3: You may add the Burst modifier to all of your Impediments.

Acceleration

  • Pre-requisite(s): Aircrafting 1, 3, 5
  • Description: Wind’s command over speed can be focused with this power, enabling the character to move so fast he is often little more than a blur to his opponents
  • x1: You may add the Alpha modifier to all of your Actions.
  • x2: You may add the Alpha+ modifier to all of your Actions.
  • x3: You may add the Quickened modifier to all of your Actions.

Assisted Dodge

  • Pre-requisite(s): Aircrafting 1, 2, 3
  • Description: The character can call on the swiftness granted him by the wind to dodge attacks
  • x1: Once per turn, the character may add the Reflexive modifier to his Defenses.
  • x2: The character can do this a number of times per turn equal to his Aircrafting.
  • x3: The character can do this any number of times.

Armor of Wind

  • Pre-requisite(s): Aircrafting 1, 2, 4
  • Description: Placing a cushion of thickened air around himself, the character softens the blow of some attacks and can even prevent some attacks altogether.
  • x1: You may add the Armor modifier to any use of Channeling that also includes the Aircrafting modifier.
  • x2: You may add the Ranged Defense modifier to any use of Channeling that also includes the Aircrafting modifier.
  • x3: You may add the Envelop modifier to any use of Channeling that also includes the Aircrafting modifier.

Sense Through the Wind

  • Pre-requisite(s): Aircrafting 1, 2, 3
  • Description: The character can send his eyes, ears, and other senses far afield, seeing images and hearing words that are brought to him on currents of wind and rays of light
  • x1: You may add the Clairvoyance or Clairaudience modifiers to any of your Examinations.
  • x2: You may add both of the above modifiers to the same Examination.
  • x3: You may add the Maintained modifier to all of your Examinations.

Obscure

  • Pre-requisite(s): Aircrafting 1, 2, 3
  • Description: The character can use his knowledge of Aircrafting to obscure or hide objects of people from the view of others.
  • x1: You may add the Obscured modifier to all of your Movements and Defenses.
  • x2: You may add the Stealth modifier to all of your Movements and Defenses.
  • x3: You may add the Extended modifier to any Movement or Defense action already modified by other levels of this Application.

Manifestation

  • Pre-requisite(s): Aircrafting 2, 4, 6
  • Description: The character can fully externalize his Aircrafting powers, forming them into one or several small, semi-sentient spirits, storms, or changing himself into an avatar of storm and wind.
  • x1: You may add the Summon modifier to all of your Channeling actions which are also modified by Aircrafting.
  • x2: You may add the Storm modifier to all of your Channeling actions which are also modified by Aircrafting.
  • x3: You may add the Transform modifier to all of your Channeling actions which are also modified by Aircrafting.

Weather Control

  • Pre-requisite(s): Aircrafting 2, 4, 6
  • Description: The character can use his mastery over sun and wind to alter and command the weather.
  • x1: You may add the Weather modifier to all Channeling actions. If you do, then you cannot use any modifiers named for a Furycraft Skill, such as Aircrafting or Woodcrafting.
  • x2: You may add the Inclement modifier to all Channeling actions that are also modified by Weather.
  • x3: You may add the Lightning modifier to all Channeling actions that are also modified by Weather.

Wuxia (Acrobatics)

  • Pre-requisite(s): Aircrafting 2, 3, 4; Acrobatics 1
  • Description: The character can use knowledge of the wind to achieve nearly inhuman feats of acrobatics and dexterity
  • x1: You may add the Acrobatics modifier to all of your Channeling actions which are also modified by Aircrafting.
  • x2: You may add the Redirect modifier to a Defense action up to once per exchange.
  • x3: You may now add the Redirect modifier to Defenses twice per exchange.

Ballistic Windcraft (Archery)

  • Pre-requisite(s): Aircrafting 2, 3, 4; Archery 1
  • Description: By wrapping an arrow in winds or having it borne to its destination by Windfuries, a character can now make his shots more accurate and precise.
  • x1: You may add the Archery modifier to all of your Channeling actions which are also modified by Aircrafting.
  • x2: You may add the Ranged modifier to all of your Channeling actions which are also modified by Aircrafting.
  • x3: You may add the Penetration modifier to all of your Channeling actions which are also modified by Aircrafting.

Dancing Weapon

  • Pre-requisite(s): Aircrafting 2, 3, 4; Swordfighting 1 OR Thrown Weapon
  • Description: By creating a small windfury and commanding it to hold onto a weapon, you can either make your own weapons fight independently for you, or command your thrown weapons to seek out targets then return to you.
  • x1: You may add the Returning modifier to all Attacks that also have the Thrown modifier.
  • x2: You may add the Animate modifier to all Interactions.
  • x3: You may now add the Animate modifier to Defenses and Attacks as well.

Windsight

  • Pre-requisite(s): Aircrafting 2, 3, 4; Combat Sense OR Nature Sense OR Awareness
  • Description: By extending your awareness into the air around you, you can see in all directions and even pierce many veils and forms of stealth within your immediate vicinity
  • x1: You may add the Omnivision modifier to all Examinations and Defenses.
  • x2: You may add the Blindsight modifier to all Channeling actions.
  • x3: You may add the Defense modifier to all Channeling actions.

Seamless Mirage (Stealth)

  • Pre-requisite(s): Aircrafting 2, 3, 4; Stealth 1 OR Dirty Tricks 1
  • Description: By using tricks of light and minor elementals, the character can create or obscure images or even hide trails in the dust
  • x1: You may add the Obscured modifier to all of your Movements
  • x2: You may add the Illusory modifier to all of your Defenses and Interactions
  • x3: You may add the Mirage modifier to all of your Impediments and Interactions

Project Force

  • Pre-requisite(s): Aircrafting 2, 3, 4; Dirty Tricks 1 OR Academics 1
  • Description: Through understanding the connection between pure force and willpower, the character can reach out past his fingertips to grasp and hold distant objects
  • x1: You may add the Telekinesis modifier to all Interactions
  • x2: You may add the Telekinesis modifier to all Attacks and Impediments
  • x3: You may add the Projection modifier to all Interactions

Creating new Applications

If the above applications do not include something that you think your character could, should, and would have, then you can work with the GM to create a new Application instead. When you do so, create it as a Half Skill (so 3 levels), tied to between 1 and 3 (or rarely more) modifiers for various actions. Keep the following points in mind:

  • The powers should be thematically in line with how the crafting is described in the Codex Alera, or at least an interesting and reasonable addition if such things are never mentioned.
  • Each level should be a logical extension on the previous levels, both in terms of utility and complexity, or should follow some other rational growth curve.
  • You should start by asking yourself “if an enemy had this, would I complain that it was too powerful?”
  • Unless the GM agrees, it’s not a secret known only to your character. Normally, is a commonly-taught use of that furycraft. The reason you are creating it “custom” is that the rules are incomplete.

Earthcrafting

Earthquake

  • Pre-requisite(s): Earthcrafting 1, 3, 5
  • Description: You may reach deep into the earth and upset the furies of the Deep Terra, making the earth quake and tremble under the target area.
  • x1:
  • x2:
  • x3:

Alter Rock

  • Pre-requisite(s): Earthcrafting 1, 2, 3
  • Description: By talking to the spirits within a piece of worked or natural stone, the character can convince it to yield to the touch. He can make it as soft as clay, or hard and brittle like glass, or alter it in some other way.
  • x1:
  • x2:
  • x3:

Gut Feelings

  • Pre-requisite(s): Earthcrafting 1, 2, 3
  • Description: By speaking to the instinctual, animalistic side of earthcrafting, the character can calm, arouse, frighten or otherwise influence people and animals
  • x1:
  • x2:
  • x3:

Summon Resources

  • Pre-requisite(s): Earthcrafting 1, 2, 3
  • Description: Through mastery of Earthcrafting, the character can speak to the spirits of earth and cause them to summon up gems, precious metals, water and other resources hidden deep in the bosom of the earth and that would normally remain beyond the reach of man.
  • x1:
  • x2:
  • x3:

Earthen Strikes

  • Pre-requisite(s): Earthcrafting 1, 2, 3; Swordfighting 1
  • Description: By channeling the power of earth into his strikes and your muscles, the character can make stronger and more powerful attacks
  • x1:
  • x2:
  • x3:

Gravity

  • Pre-requisite(s): Earthcrafting 1
  • Description:
  • Effect:

Magnetism

  • Pre-requisite(s): Earthcrafting 1
  • Description:
  • Effect:

Heavy Weapons (Swordfighting)

  • Pre-requisite(s): Earthcrafting 2, Swordfighting
  • Description: You are passively strong enough that you can employ the heavy weapons of the Knights Terra, or the Canim equivalent.
  • Effect:

Titan’s Grip (Heavy Weapons, Swordfighting)

  • Description: You are strong enough to wield heavy weapons in one hand, and may wield even larger weapons (and objects not originally intended to be weapons) in two hands.
  • x1: You may wield one two-handed weapon in a single hand, and another weapon that is normally one-handed in your ‘off’ hand.
  • x2: You may wield two two-handed weapons, one in each hand. You may also use a tower shield while wielding a two-handed weapon in one hand.
  • x3: You may throw items that are up to twice your size or weight, or both, up to a medium distance away. Smaller objects may be thrown up to a long distance away.

Creating new Applications

If the above applications do not include something that you think your character could, should, and would have, then you can work with the GM to create a new Application instead. When you do so, create it as a Half Skill (so 3 levels), tied to between 1 and 3 (or rarely more) modifiers for various actions. Keep the following points in mind:

  • The powers should be thematically in line with how the crafting is described in the Codex Alera, or at least an interesting and reasonable addition if such things are never mentioned.
  • Each level should be a logical extension on the previous levels, both in terms of utility and complexity, or should follow some other rational growth curve.
  • You should start by asking yourself “if an enemy had this, would I complain that it was too powerful?”
  • Unless the GM agrees, it’s not a secret known only to your character. Normally, is a commonly-taught use of that furycraft. The reason you are creating it “custom” is that the rules are incomplete.

Firecrafting

Name of Application

  • Pre-requisite(s):
  • Description:
  • x1:
  • x2:
  • x3:

Creating new Applications

If the above applications do not include something that you think your character could, should, and would have, then you can work with the GM to create a new Application instead. When you do so, create it as a Half Skill (so 3 levels), tied to between 1 and 3 (or rarely more) modifiers for various actions. Keep the following points in mind:

  • The powers should be thematically in line with how the crafting is described in the Codex Alera, or at least an interesting and reasonable addition if such things are never mentioned.
  • Each level should be a logical extension on the previous levels, both in terms of utility and complexity, or should follow some other rational growth curve.
  • You should start by asking yourself “if an enemy had this, would I complain that it was too powerful?”
  • Unless the GM agrees, it’s not a secret known only to your character. Normally, is a commonly-taught use of that furycraft. The reason you are creating it “custom” is that the rules are incomplete.

Watercrafting

Name of Application

  • Pre-requisite(s):
  • Description:
  • x1:
  • x2:
  • x3:

Creating new Applications

If the above applications do not include something that you think your character could, should, and would have, then you can work with the GM to create a new Application instead. When you do so, create it as a Half Skill (so 3 levels), tied to between 1 and 3 (or rarely more) modifiers for various actions. Keep the following points in mind:

  • The powers should be thematically in line with how the crafting is described in the Codex Alera, or at least an interesting and reasonable addition if such things are never mentioned.
  • Each level should be a logical extension on the previous levels, both in terms of utility and complexity, or should follow some other rational growth curve.
  • You should start by asking yourself “if an enemy had this, would I complain that it was too powerful?”
  • Unless the GM agrees, it’s not a secret known only to your character. Normally, is a commonly-taught use of that furycraft. The reason you are creating it “custom” is that the rules are incomplete.

Metalcrafting

Name of Application

  • Pre-requisite(s):
  • Description:
  • x1:
  • x2:
  • x3:

Creating new Applications

If the above applications do not include something that you think your character could, should, and would have, then you can work with the GM to create a new Application instead. When you do so, create it as a Half Skill (so 3 levels), tied to between 1 and 3 (or rarely more) modifiers for various actions. Keep the following points in mind:

  • The powers should be thematically in line with how the crafting is described in the Codex Alera, or at least an interesting and reasonable addition if such things are never mentioned.
  • Each level should be a logical extension on the previous levels, both in terms of utility and complexity, or should follow some other rational growth curve.
  • You should start by asking yourself “if an enemy had this, would I complain that it was too powerful?”
  • Unless the GM agrees, it’s not a secret known only to your character. Normally, is a commonly-taught use of that furycraft. The reason you are creating it “custom” is that the rules are incomplete.

Woodcrafting

Name of Application

  • Pre-requisite(s):
  • Description:
  • x1:
  • x2:
  • x3:

Creating new Applications

If the above applications do not include something that you think your character could, should, and would have, then you can work with the GM to create a new Application instead. When you do so, create it as a Half Skill (so 3 levels), tied to between 1 and 3 (or rarely more) modifiers for various actions. Keep the following points in mind:

  • The powers should be thematically in line with how the crafting is described in the Codex Alera, or at least an interesting and reasonable addition if such things are never mentioned.
  • Each level should be a logical extension on the previous levels, both in terms of utility and complexity, or should follow some other rational growth curve.
  • You should start by asking yourself “if an enemy had this, would I complain that it was too powerful?”
  • Unless the GM agrees, it’s not a secret known only to your character. Normally, is a commonly-taught use of that furycraft. The reason you are creating it “custom” is that the rules are incomplete.

Canim Rituals

Overview and Structure

The differences between Canim Rituals and Aleran Furycrafting are many. Where Furycrafting is a mostly instantaneous, personal discipline, granting benefits at nearly the same instant that a single character starts to invoke them, Canim Rituals are a gradual, cooperative, and cumulative discipline utilizing time and concentration to create enormous advantages over time.

Being an involved, intricate discipline, Canim Rituals have several aspects. Six main Skills form the backbone of Canim Ritual Sorcery, while a number of other Ritual Formulae (themselves either Simple or Half Skills) work with those Skills to define what precisely a character can do with his Sorcery Skills. The six Full Skills – Concentration, Conviction, Alacrity, Focus, Imagination and Sacrifice – each represent training with Sorcery in general, and therefore apply to all Rituals, while the Ritual Formulae each represent a specific ritual. These are described in greater detail below.

Canim Ritual Skills

Ritual Alacrity

  • Description: Ready to start casting at a moment’s notice, Alacrity is both the state of being mentally prepared for rituals and being physically prepared by having the proper tools and reagents available. This makes all ritual tasks somewhat easier, and the long practice this requires means that you may invoke any given ritual more easily and skillfully.
  • x0: If the character has no Alacrity, then they must cast all rituals by themselves using only the listed Attribute as their casting dice pool.
  • x1: You may add the Prepared modifier to all uses of Channeling. The character may add their Alacrity rating to all Ritual casting actions, and work with one other ritualist with whom they may pool successes for a cooperative casting.
  • x2: The character may work with three additional ritualists (total of 5)
  • x3: The character may work with five additional ritualists (total of 10)
  • x4: The character may work with ten additional ritualists (total of 20)
  • x5: The character may work with twenty additional ritualists (total of 40)
  • x6: The character may work freely with any number of other ritualists.

Ritual Concentration

  • Description: Ability to stay concentrated on the task at hand is of paramount importance to Canim ritualists. It enables them to spend longer periods of time invoking their rituals, and as a result to invoke them for more significant effect.
  • x0: The ritualist may only maintain concentration for one round for every point in a ritual’s linked Attribute. That means that if a character is casting a Discipline ritual, then they may only maintain concentration (i.e. make ritual action checks) for a number of rounds equal to his/her Discipline.
  • x1: You may add the Meditative modifier to all uses of Channeling. A character can maintain concentration for 1 additional round (Total: Attribute +1)
  • x2: A character can maintain concentration for 2 additional rounds (Total: Attribute +3)
  • x3: A character can maintain concentration for 3 additional rounds (Total: Attribute +6)
  • x4: A character can maintain concentration for 6 additional rounds (Total: Attribute +12)
  • x5: A character can maintain concentration for 12 additional rounds (Total: Attribute +24)
  • x6: A character can maintain concentration indefinitely

Ritual Conviction

  • Description: The depth of belief that a ritualist has in the rightness of the rituals that they invoke is said to have an effect on the rituals themselves. As a result, having Conviction in your rituals makes them more long-lasting and therefore more effective. You may add your Conviction bonus automatically to whatever your ritual’s base duration is, though a ritual whose effects are instantaneous cannot be augmented in this way. Instead, Conviction may be used to hold the effect of a ritual so that it takes place a number of rounds after it is completed unless triggered early by the ritualist.
  • x0: The character uses the listed base duration for all of their rituals and may not delay them after the point at which s/he is done casting them.
  • x1: You may add the Furious modifier to all uses of Channeling. The character can add 20% to the listed base duration for all of his rituals, rounding down, or delay a ritual’s effect for 1 round.
  • x2: The character can add 50% to the listed base duration for all of his rituals, rounding down, or delay a ritual’s effect for 3 rounds.
  • x3: The character can add 100% to the listed base duration for all of his rituals, rounding down, or delay a ritual’s effect for 6 rounds.
  • x4: The character can add 200% to the listed base duration for all of his rituals, rounding down, or delay a ritual’s effects for up to 12 rounds (1 minute)
  • x5: The character can add 300% to the listed base duration for all of his rituals, rounding down, or delay a ritual’s effects for up to 24 rounds (2 minutes)
  • x6: The character can add 500% to the listed base duration for all of his rituals, rounding down, or delay a ritual’s effects for up to 60 rounds (5 minutes)

Ritual Focus

  • Description: Rituals require a focus, or target, in order to be effective. Training in the ability to find and keep this focus in your thoughts can help a ritualist to hold several foci in his mind at once, or a larger and more complex area.
  • x0: A character’s rituals can only affect the listed target or area
  • x1 to x6: You may add the Grounded modifier to all uses of Channeling. A character’s rituals can affect the additional targets and/or area described in the ritual for that level. In general, rituals will increase in Area or in the number of targets they can affect with each step of advancement a ritualist acquires in this Skill, though some rituals grow very slowly in this way.

Ritual Imagination

  • Description: A ritualist’s imagination shapes a ritual, and allows a ritual to affect areas that are outside of the ritualist’s line of sight. The greater and more effective his imagination is, the more remote the ritual’s target can be.
  • x0: A character can only direct his rituals at targets within Short range.
  • x1: You may add the Reaching modifier to all uses of Channeling. A character can direct his rituals at targets within Medium range
  • x2: A character can direct his rituals at targets he can see within Long range.
  • x3: A character can use a focus item – such as a lock of hair from the target or personal belonging of significance to the target – to direct his rituals at them, up to approximately a mile away even if they are not visible to him. Rituals directed in this way can at most affect targets Adjacent to the primary target, within the limits given in the ritual and by other Skills. Up to five additional successes may be needed to cover the additional range, at GM discretion.
  • x4: A character can use a full name or extensive description to direct his rituals at distant targets, up to two miles away. Up to ten additional successes may be needed for this, and all other limits are as given for x3, above.
  • x5: A character can use a drawing, depiction or other representation of the target to direct his rituals at distant targets, up to five miles away. Up to twenty additional successes may be needed for this, and all other limits are as given for x3, above.
  • x6: A character can direct his rituals at any person with whom he is familiar up to ten miles away. Up to thirty additional successes may be needed for this, and all other limits are as given for x3, above.

Ritual Sacrifice

  • Description: The final component to Canim Rituals is sacrifice. The ritualist must be willing to exchange something of value for his intended result, be that the blood of his enemies, his own blood, or something of equivalent value or merit.
  • x0: A character may only use his own Health and/or Energy in order to pay the listed cost of rituals that he invokes.
  • x1: You may add the Bloody modifier to all uses of Channeling. A character possesses a pool of five additional Health (total: 5) which they may only use to power rituals. This pool refreshes once per day, after a meal and a full night’s rest.
  • x2: A character possesses a pool of five additional Health (total: 10) that works as above.
  • x3: A character possesses a pool of ten additional Health (total: 20) that works as above.
  • x4: A character possesses a pool of ten additional Health (total: 30) that works as above.
  • x5: A character possesses a pool of ten additional Health (total: 40) that works as above.
  • x6: A character possesses a pool of ten additional Health (total: 50) that works as above.

Canim Ritual Formulae

Rituals of Battle

Bolt

  • Pre-requisite(s): Imagination 1
  • Description: You turn your blood into raw current of energy that you then direct at a single foe. This often manifests as red-colored lightning, or blue-colored flame, but the effect is the same regardless.
  • Effect: You may add the Bolt modifier to all Channeling actions that also include the Reaching modifier.

Blast

  • Pre-requisite(s): Sacrifice 1
  • Description: You boil the blood in your veins and turn it into a fiery breath weapon or cone of cold that spews forth from your mouth and hands into your immediate surroundings.
  • Effect: You may add the Blast modifier to all Channeling actions that also include the Bloody modifier.

Detonation

  • Pre-requisite(s): Focus 1
  • Description: You focus all of your rage into a point, and then send that point among your enemies. When it reaches its destination it detonates like a meteor, consuming those nearby in a torrent of manifested rage and hatred.
  • Effect: You may add the Detonation modifier to all Channeling actions that also include the Grounded modifier

Storm

  • Pre-requisite(s): Conviction 2
  • Description: You focus and hold your rage in your mind where, after a time, it boils over and manifests as a storm of destructive energy in a nearby location. This storm remains in effect in the same location so long as you are capable of sustaining it with the force of your conviction.
  • Effect: You may add the Storm modifier to all Channeling actions that also include the Furious modifier.

Bleed

  • Pre-requisite(s): Conviction 1
  • Description: All the rage and hatred in your being is focused toward a single creature. This manifests as a crushing force that holds them and squeezes the life out of them, or otherwise gradually saps their health until they are dead, or until your conviction gives way.
  • Effect: You may add the Bleed modifier to all Channeling actions that also include the Furious modifier.

Rituals of Fortification

Armor

  • Pre-requisite(s): Conviction 1
  • Description: Through ancient transmutation rites, you turn your blood and anger into a mystical coat of armor that protects the target from damage.
  • Effect: You may add the Armor modifier to all Channeling actions that also include the Furious modifier

Restore

  • Pre-requisite(s): Sacrifice 1
  • Description: Churning your blood forth in a wave, you replenish the health and vigor of your targets, healing them in a large burst that can bring wounded warriors back into the fight and turn the tide of battle.
  • Effect: You may add the Restore modifier to all Channeling actions that also include the Bloody modifier

Reinforce

  • Pre-requisite(s): Focus 1
  • Description: Using techniques that are similar to those used to create armor, you grant a protective force to nearby fortifications and other stationary, inanimate objects in order to shore up the fortifications of a dwelling or larger defensive structure.
  • Effect: You may add the Reinforce modifier to all Channeling actions that also include the Grounded modifier

Vigor

  • Pre-requisite(s): Alacrity 1
  • Description: Instead of sending blood into their wounds and mending their flesh, you use secret and ancient magics to pump your rage into their heart and fire their spirit, making them more vigorous and quicker to recover from taxing actions and enemy attacks alike.
  • Effect: You may add the Vigor modifier to all Channeling actions that also include the Prepared modifier

Shield

  • Pre-requisite(s): Imagination 2
  • Description: Coalescing your blood and anger into a semi-solid form, you summon a shield bearer to protect a target for a time, standing fast against all opponents and attacks until it dissipates into nothingness.
  • Effect: You may add the Shield modifier to all Channeling actions that also include the Reaching modifier.

Rituals of Blessing

Blessing of Strength

  • Pre-requisite(s):
  • Description:
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Blessing of Speed

  • Pre-requisite(s):
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Blessing of Health

  • Pre-requisite(s):
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Blessing of Fortune

  • Pre-requisite(s):
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Blessing of Bounty

  • Pre-requisite(s):
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Rituals of Mind

Eagle’s Eye

  • Pre-requisite(s):
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Divination

  • Pre-requisite(s):
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Acute Awareness

  • Pre-requisite(s):
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Sibilant Whispers

  • Pre-requisite(s):
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Identify Weakness

  • Pre-requisite(s):
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Rituals of Summoning

Stampede

  • Pre-requisite(s):
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Daemonic Horde

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Guardian

  • Pre-requisite(s):
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Messenger

  • Pre-requisite(s):
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Final Sacrifice

  • Pre-requisite(s):
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Rituals of Nature

Flower & Fruit

  • Pre-requisite(s):
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Blight

  • Pre-requisite(s):
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Commune

  • Pre-requisite(s):
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h4.

  • Pre-requisite(s):
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Chala Bonds

Marat have a special relationship with their animal companions, called chala . They often develop a close, empathic bond with their companions, and those companions both gain some sort of energy or power through the bond as well as giving their Marat companion some of their energy and vitality as well. This is represented in game through the purchase of additional Advantages, which affect the Chala and/or the Marat in particular ways that are detailed below. Each Chala also has a set of basic Traits which they start with, which vary somewhat according to their type.

Overview and Structure

This section is organized around the four basic types of Chala – Quick, Strong, Fierce, and Clever. Each PC only belongs to one of those classes, and without special permission from the storyteller cannot deviate or borrow any element belonging to another class. This has three effects:

First, each class is limited to certain animals. Horses are Quick Chala, for instance, while humanoids of all types are Clever and herdbane are Fierce. Many of the common types are listed explicitly, but a few pointers are given so that storytellers and players can go outside of the explicit boundaries if their game requires it.

Second, each class has a certain set of starting traits that all Chala belonging to that class begin play with. These traits usually improve over time (especially with Advantages; see below), but they always start at the levels designated in this section. The traits are designed to be a bit different from a PC’s sheet, sometimes for role-playing reasons and sometimes for mechanical ones. The traits are organized into three sections, however: attributes, qualities, and gifts. Attributes are similar to those on a PC’s sheet, although a few attributes are missing and a few added to the list for various reasons. Qualities are special bonuses, aptitudes, penalties or weaknesses that the Chala has in certain areas. Finally, Gifts are the inherent bonuses that the Chala confers upon its Marat companion. These grow over time or the list is added to as Advantages are accrued, but this lists the Gifts that all Chala start play with.

Third, each class can learn specific Advantages. These are passive traits that are learned like Skills, and represent growth, training, and cultivation of the Marat-Chala bond to the benefit of both parties. As such, some of these benefits will help the Chala, others the Marat, and still others will help both. Two of these Advantages are exclusive, and those are treated as full Skills with 6 levels. The other 6 are Optional, and they represent the different directions in which a given Chala can grow. These Advantages are treated as half Skills, and so have three levels each. As with other Skills, purchasing each level costs 1 xp.

Chala Attributes

Chala have a different list of Attributes than PCs do, most of the time. Some are familiar – Strength, Empathy, Quickness, Health, Initiative – but not all are. Three Attributes and one derived Trait are new and exclusive to animal Chala: Cleverness, Ferocity, Discipline, and Morale. Cleverness takes the place of Perception, Ferocity takes the place of Passion and Discipline takes the place of Resolve. Morale fills a different role than Refresh, but because Refresh isn’t needed it takes its place on a Chala’s sheet.

Cleverness is simply how ‘smart’ a Chala is, with 1 being a rather simple-minded animal and 5 or 6 being the same level of intelligence as your average Aleran. Cleverness is often used where one would use Perception, but it replaces it to indicate that a Marat doesn’t simply get another ‘spot’ check for having a Chala. Also, while an intelligence trait is not useful in framing the role-play of a PC, it is useful in this case to help guide how a storyteller portrays the actions of a Chala.

Ferocity takes the place of Passion because while a human would use his internal ‘oomph’ to convince others of ideas or positions, an animal uses that same trait in a much more direct, physical manner. Thus, while Health is equal to Strength+Resolve in a human, that same trait is the combination of Strength+Ferocity in an animal. Also, Ferocity+Discipline defines an animal’s Morale; which is to say, the point at which it is apt to simply run away from a fight in order to save its own hide.

Discipline takes the place of Resolve because an animal’s staying power is often more a combination of its training and its inborn gusto than anything else. Because Ferocity covers the latter, that leaves training, and that is represented by this trait. As stated above, Discipline is one half of the equation of defining an animal’s Morale, which is its third and final derived trait after Health and Initiative.

Morale is a derived trait that is exclusive to Chala. It defines the point at which a given Chala will usually withdraw from a fight, unless it is kept in through its specific devotion to its companion or some other active mechanism. It is the sum of a Chala’s Ferocity plus its Discipline. When a Chala takes more wounds than they have Morale they run away unless kept in the fight for some compelling reason. If a Chala has more Morale than Health then they will fight to the death. This is often the case with Fierce Chala, who have to be ordered to run away from a fight most times.

Quick Chala

Types

The following are the common types of Quick Chala:

  • Horse
  • Deer
  • Antelope
  • Songbirds
  • Waterfowl

Other than the above, the following traits tend to exemplify Quick Chala. If a new animal has these traits, Marat who bond with it tend to fit in best in this class:

  • Non-carnivorous
  • Known for speed or nimbleness
  • Not better known for tenacity/strength, fierceness, or cleverness

Starting Traits

  • Attributes
    • Strength: 2
    • Quickness: 4
    • Discipline: 3
    • Cleverness: 3
    • Ferocity: 2
    • Empathy: 3
    • 1 Exclusive Advantage and 1 Optional Advantage

Exclusive Advantages

Empathic Bond

  • Description: As the Marat and Chala bond to one another, a deep empathy and mutual understanding often result. Some Marat even treat this as a kind of romantic love, and for some it very much is this, but for some it is much more akin to a familial love or close friendship. Whatever the feeling, though, as the two grow closer in this way they learn to share their strengths and buttress their weaknesses, working together toward their shared goals.
  • x1: The PC gains a +1 to his lowest Attribute if his Chala has that Attribute (or its equivalent) at a level that is greater than the PC. The Chala also gains a +1 to its lowest Attribute if the PC’s rating in that Attribute is higher. The PC and Chala can communicate via their empathic bond, transmitting basic concepts, sensations and short statements to one another as though they were in ordinary conversation.
  • x2: The PC and Chala can both use the senses of the other for actions that utilize line of sight.
  • x3: The PC gains a +1 to whichever Attribute the Chala has the most levels in, and the Chala gains an equivalent benefit.
  • x4: The PC and Chala can shift some damage and fatigue between them. Each round, one of them can transmit to the other either 1 HP of damage, or up to the rating of this Skill in Energy. Since Chala do not normally possess an Energy trait, when it is transmitted in this way a Chala receives a -1 penalty to all actions for the round for every 2 Energy taken, and vice versa.
  • x5: The benefits from the first and third levels of this skill increase to +2.
  • x6: The PC gains an additional +1 to all Attributes and derived traits which the Chala has more of than the PC, and the Chala gains an additional +1 to all Attributes and derived traits which the PC has more of than the Chala. If the two have the same rating in an Attribute, one of them (player’s choice which) gains +1 in that Attribute.

Fleet of Foot

  • Description:
  • x1: The PC and the Chala gain a point of Quickness.
  • x2: Whenever starting an exchange, if there are no enemies Adjacent to the PC then he may Move as an Alpha action. If he does, then he may not Move on his turn.
  • x3: The PC and the Chala gain a point of Quickness.
  • x4: The x2 benefit applies to the Chala as well. In addition, if the player moves Adjacent as an Alpha action he may immediately Attack as an alpha action.
  • x5: The PC and the Chala gain a point of Quickness.
  • x6: The x4 benefit applies to the Chala as well, and both player and Chala are now allowed to take their full action in addition to the above-described Alpha actions.

Optional Advantages

In addition to the two above, any given Chala may learn three of the Advantages given below. S/He may not learn more than three, and the three that may be learned are chosen at character creation.

Natural Weaponry

  • Description: Some Chala are marked by a sharp beak, razor claws or sharp teeth. This Skill represents a refinement of those traits, and the attendant effects upon the PC from this refinement.
  • x1: The Chala’s natural weaponry has a Damage that is equal to the levels it has in this Skill.
  • x2: Whenever the PC attacks, the damage of his weapon is 1 higher than it would otherwise be with all weapons.
  • x3: When attacking bare-handed, the PC’s attacks have a natural damage value that is equal to those of his Chala. This base value can be augmented by the benefit from the previous level of this Skill.

Impact

  • Description: Some Chala, whether through sheer bulk or ferocity, speed, or some other trait, hit harder than others when entering combat. This “charge” benefit can also be shared with the PC, making them better able to utilize the Chala’s charges and replicate them as well.
  • x1: When moving and attacking the Chala gains a bonus to attacking Adjacent targets equivalent to the distance moved before attacking. They receive a +1 if they moved from Short to Adjacent range, a +2 if they moved from Medium to Adjacent range, and a +3 if they moved from Long to Adjacent range.
  • x2: If the PC and the Chala are Attacking the same target in a round, the PC may add whatever bonus the Chala gets to that Attack from the first level of this power to his own Attack as well.
  • x3: If the Chala Moves and then Attacks, and if that attack causes more than 5 points of damage, then the Chala can make a second attack against a different, Adjacent opponent as a free action. This attack retains the Chala’s charge bonus.

Pack Tactics

  • Description: Some Chala have the advantage of strength, some speed, some keen claws or sharp teeth, and some simply have the benefit of numbers. These last Chala also learn to operate as a unit, coordinating their attacks and the attacks of their Marat companion to greatest effect.
  • x1: Whenever flanking an enemy, in addition to the normal bonus for Advantage, the Chala and the PC each gain +1 to their attacks against that enemy for each character attacking that same enemy that round, and gain +1 to their relevant defensive traits for each Adjacent ally.
  • x2: Whenever starting an exchange, the PC and the Chala gain a bonus to Initiative equal to the number of Adjacent allies. If they act before their target in a round, the same bonus also applies to their attack roll.
  • x3: The PC receives a second Chala with identical stats to the first. All Advantages are shared by the two Chala, and therefore only need to be learned once.

Keen Senses

  • Description: There are some animals for whom having sharp senses are a survival trait. Whether it is the keen eyesight of the eagle, the smell of the rat, or the faultless sense for motion that makes the deer so hard to catch, these senses are sometimes weapons and armor unto themselves.
  • x1: The Chala and the PC each gain a bonus to Perception equal to the levels of this Skill whenever the other is within Medium distance, and the Chala may use any Examinations possessed by the PC.
  • x2: If the PC and the Chala are within Medium range of one another, then they must both be surprised or fail to notice something for either of them to be surprised by or fail to notice that thing. Test against each separately.
  • x3: Both the PC and the Chala may add the Automatic modifier to one Examination action.

    Blood Frenzy

  • Description: Like the piranha or the wolf, the shark or the herdbane, some Chala simply have a bloodthirsty streak that cannot be denied. They seem to grow stronger, less fearful, and even to shrug off wounds that might otherwise be fatal in the pursuit of their prey. When these animals are Chala, their Marat companions share in this trait, and it makes them dangerous and unpredictable warriors.
  • x1: Every time the Chala either deals damage or suffers damage, it thereafter gains a bonus to all attack dice pools. This bonus is equal to +1 per HP damage dealt or received, and lasts for one turn per level in this Skill. The duration extends up to a maximum of the Chala’s Ferocity in rounds each time the Chala takes damage.
  • x2: The PC can gain the same bonus as was described for the Chala in the previous level, using Passion in place of Ferocity. In addition, wounds caused by the Chala add to the PC’s bonus and wounds caused by the PC add to the Chala’s bonus.
  • x3: The Chala gains +1 Ferocity, and the PC gains +1 Passion. In addition, whenever the bonus described above stacks above +4, the PC/Chala with it can opt to take their action as an Alpha action. If they do, the bonus drops by 2 at the end of the turn.

Hard-headed

  • Description: Unlike some others who can quickly adjust or respond to changing conditions, some Chala instead move slowly but inexorably toward their destination. The ox, gargant, and leviathan are all known for this, not for so much as being strong (though they are that too) but instead for being bulky. The great mass and determination of these creatures can be a weapon unto itself, as they plow through lines of men and break down walls that less massive creatures would break against like a wave.
  • x1: Whenever they have Moved action in a round, the Chala gains armor equal to its levels of Strength. This armor cannot be removed, and it stacks with any other armor that the Chala may already possess.
  • x2: The Chala may move through a space that is occupied by an opponent. If it does, add the Adjacent and Knockdown modifiers to its next Attack.
  • x3: Whenever the Chala Attacks and uses the benefit of the last level of this Skill, the PC may immediately attack any one enemy that is hit by that attack, provided that the target is in range of his attack.

Clever Chala

Types

The following are the common types of Clever Chala:
  • Fox
  • Crow/Raven
  • Coyote
  • Dog
  • Monkey
  • Aleran
  • Canim
  • Icemen

Other than the above, the following traits tend to exemplify Clever Chala. If a new animal has these traits, the Marat who bond with it will tend to fit best in this class:

  • Of an intelligence such that they at least make tools and/or have complex language
  • All humanoids are Clever Chala (even the Canim, who are arguably quite Strong and Fierce)
  • Not better known for ferocity, tenacity/strength or quickness

Starting Traits

  • Attributes
    • Strength: 2
    • Quickness: 3
    • Discipline: 3
    • Cleverness: 4
    • Ferocity: 2
    • Empathy: 3
    • 1 Exclusive Advantage and 1 Optional Advantage

Exclusive Advantages

Empathic Bond

  • Description: As the Marat and Chala bond to one another, a deep empathy and mutual understanding often result. Some Marat even treat this as a kind of romantic love, and for some it very much is this, but for some it is much more akin to a familial love or close friendship. Whatever the feeling, though, as the two grow closer in this way they learn to share their strengths and buttress their weaknesses, working together toward their shared goals.
  • x1: The PC gains a +1 to his lowest Attribute if his Chala has that Attribute (or its equivalent) at a level that is greater than the PC. The Chala also gains a +1 to its lowest Attribute if the PC’s rating in that Attribute is higher. The PC and Chala can communicate via their empathic bond, transmitting basic concepts, sensations and short statements to one another as though they were in ordinary conversation.
  • x2: The PC and Chala can both use the senses of the other for actions that utilize line of sight.
  • x3: The PC gains a +1 to whichever Attribute the Chala has the most levels in, and the Chala gains an equivalent benefit.
  • x4: The PC and Chala can shift some damage and fatigue between them. Each round, one of them can transmit to the other either 1 HP of damage, or up to the rating of this Skill in Energy. Since Chala do not normally possess an Energy trait, when it is transmitted in this way a Chala receives a -1 penalty to all actions for the round for every 2 Energy taken, and vice versa.
  • x5: The benefits from the first and third levels of this skill increase to +2.
  • x6: The PC gains an additional +1 to all Attributes and derived traits which the Chala has more of than the PC, and the Chala gains an additional +1 to all Attributes and derived traits which the PC has more of than the Chala. If the two have the same rating in an Attribute, one (player’s choice which) gains +1 in that Attribute.

Shared Skill

  • Description:
  • x1: The Chala gains a point of Cleverness and the PC gains +1 to Initiative
  • x2: The Chala may be taught to perform an Action the PC can perform. It can either perform this Action independently, or assist the PC in doing so. When it assists him, he gains a +2 on whatever roll might be called for when performing that Action.
  • x3: The Chala gains a point of Cleverness and the PC gains +1 to Refresh
  • x4: Select another Action to which the benefit provided by the second level of this Skill applies.
  • x5: The Chala gains a point of Cleverness and the PC gains +1 to Refresh and Initiative
  • x6: Select another Action to which the benefit provided by the second level of this Skill applies. The bonus that is gained when assisted by the Chala raises to +3.

Optional Advantages

In addition to the two above, any given Chala may learn three of the Advantages given below. S/He may not learn more than three, and the three that may be learned are chosen at character creation.

Natural Weaponry

  • Description: Some Chala are marked by a sharp beak, razor claws or sharp teeth. This Skill represents a refinement of those traits, and the attendant effects upon the PC from this refinement.
  • x1: The Chala’s natural weaponry has a Damage that is equal to the levels it has in this Skill.
  • x2: Whenever the PC attacks, the damage of his weapon is 1 higher than it would otherwise be with all weapons.
  • x3: When attacking bare-handed, the PC’s attacks have a natural damage value that is equal to those of his Chala. This base value can be augmented by the benefit from the previous level of this Skill.

Impact

  • Description: Some Chala, whether through sheer bulk or ferocity, speed, or some other trait, hit harder than others when entering combat. This “charge” benefit can also be shared with the PC, making them better able to utilize the Chala’s charges and replicate them as well.
  • x1: When moving and attacking the Chala gains a bonus to attacking Adjacent targets equivalent to the distance moved before attacking. They receive a +1 if they moved from Short to Adjacent range, a +2 if they moved from Medium to Adjacent range, and a +3 if they moved from Long to Adjacent range.
  • x2: If the PC and the Chala are Attacking the same target in a round, the PC may add whatever bonus the Chala gets to that Attack from the first level of this power to his own Attack as well.
  • x3: If the Chala Moves and then Attacks, and if that attack causes more than 5 points of damage, then the Chala can make a second attack against a different, Adjacent opponent as a free action. This attack retains the Chala’s charge bonus.

Pack Tactics

  • Description: Some Chala have the advantage of strength, some speed, some keen claws or sharp teeth, and some simply have the benefit of numbers. These last Chala also learn to operate as a unit, coordinating their attacks and the attacks of their Marat companion to greatest effect.
  • x1: Whenever flanking an enemy, in addition to the normal bonus for Advantage, the Chala and the PC each gain +1 to their attacks against that enemy for each character attacking that same enemy that round, and gain +1 to their relevant defensive traits for each Adjacent ally.
  • x2: Whenever starting an exchange, the PC and the Chala gain a bonus to Initiative equal to the number of Adjacent allies. If they act before their target in a round, the same bonus also applies to their attack roll.
  • x3: The PC receives a second Chala with identical stats to the first. All Advantages are shared by the two Chala, and therefore only need to be learned once.

Keen Senses

  • Description: There are some animals for whom having sharp senses are a survival trait. Whether it is the keen eyesight of the eagle, the smell of the rat, or the faultless sense for motion that makes the deer so hard to catch, these senses are sometimes weapons and armor unto themselves.
  • x1: The Chala and the PC each gain a bonus to Perception equal to the levels of this Skill whenever the other is within Medium distance, and the Chala may use any Examinations possessed by the PC.
  • x2: If the PC and the Chala are within Medium range of one another, then they must both be surprised or fail to notice something for either of them to be surprised by or fail to notice that thing. Test against each separately.
  • x3: Both the PC and the Chala may add the Automatic modifier to one Examination action.

    Blood Frenzy

  • Description: Like the piranha or the wolf, the shark or the herdbane, some Chala simply have a bloodthirsty streak that cannot be denied. They seem to grow stronger, less fearful, and even to shrug off wounds that might otherwise be fatal in the pursuit of their prey. When these animals are Chala, their Marat companions share in this trait, and it makes them dangerous and unpredictable warriors.
  • x1: Every time the Chala either deals damage or suffers damage, it thereafter gains a bonus to all attack dice pools. This bonus is equal to +1 per HP damage dealt or received, and lasts for one turn per level in this Skill. The duration extends up to a maximum of the Chala’s Ferocity in rounds each time the Chala takes damage.
  • x2: The PC can gain the same bonus as was described for the Chala in the previous level, using Passion in place of Ferocity. In addition, wounds caused by the Chala add to the PC’s bonus and wounds caused by the PC add to the Chala’s bonus.
  • x3: The Chala gains +1 Ferocity, and the PC gains +1 Passion. In addition, whenever the bonus described above stacks above +4, the PC/Chala with it can opt to take their action as an Alpha action. If they do, the bonus drops by 2 at the end of the turn.

Hard-headed

  • Description: Unlike some others who can quickly adjust or respond to changing conditions, some Chala instead move slowly but inexorably toward their destination. The ox, gargant, and leviathan are all known for this, not for so much as being strong (though they are that too) but instead for being bulky. The great mass and determination of these creatures can be a weapon unto itself, as they plow through lines of men and break down walls that less massive creatures would break against like a wave.
  • x1: Whenever they have Moved action in a round, the Chala gains armor equal to its levels of Strength. This armor cannot be removed, and it stacks with any other armor that the Chala may already possess.
  • x2: The Chala may move through a space that is occupied by an opponent. If it does, add the Adjacent and Knockdown modifiers to its next Attack.
  • x3: Whenever the Chala Attacks and uses the benefit of the last level of this Skill, the PC may immediately attack any one enemy that is hit by that attack, provided that the target is in range of his attack.

Tenacious Chala

Types

The following are the common types of tenacious Chala:

  • Gargant
  • Bear
  • Taurg
  • Tavar
  • Boar

Other than the above, the following traits tend to exemplify Tenacious Chala. If a new animal has these traits, the Marat who bond with it will tend to fit best in this class:

  • Known for being especially large or strong, or for using sheer weight or mass rather than ferocity or subtlety to overpower its enemies
  • May be predators, large herbivores, or any other large or strong animal whether domesticated or wild.
  • Not better known for being quick, ferocious, or clever.

Starting Traits

  • Attributes
    • Strength: 4
    • Quickness: 2
    • Discipline: 3
    • Cleverness: 2
    • Ferocity: 3
    • Empathy: 3
    • 1 Exclusive Advantage and 1 Optional Advantage

Exclusive Advantages

Empathic Bond

  • Description: As the Marat and Chala bond to one another, a deep empathy and mutual understanding often result. Some Marat even treat this as a kind of romantic love, and for some it very much is this, but for some it is much more akin to a familial love or close friendship. Whatever the feeling, though, as the two grow closer in this way they learn to share their strengths and buttress their weaknesses, working together toward their shared goals.
  • x1: The PC gains a +1 to his lowest Attribute if his Chala has that Attribute (or its equivalent) at a level that is greater than the PC. The Chala also gains a +1 to its lowest Attribute if the PC’s rating in that Attribute is higher. The PC and Chala can communicate via their empathic bond, transmitting basic concepts, sensations and short statements to one another as though they were in ordinary conversation.
  • x2: The PC and Chala can both use the senses of the other for actions that utilize line of sight.
  • x3: The PC gains a +1 to whichever Attribute the Chala has the most levels in, and the Chala gains an equivalent benefit.
  • x4: The PC and Chala can shift some damage and fatigue between them. Each round, one of them can transmit to the other either 1 HP of damage, or up to the rating of this Skill in Energy. Since Chala do not normally possess an Energy trait, when it is transmitted in this way a Chala receives a -1 penalty to all actions for the round for every 2 Energy taken, and vice versa.
  • x5: The benefits from the first and third levels of this skill increase to +2.
  • x6: The PC gains an additional +1 to all Attributes and derived traits which the Chala has more of than the PC, and the Chala gains an additional +1 to all Attributes and derived traits which the PC has more of than the Chala. If the two have the same rating in an Attribute, one (player’s choice which) gains +1 in that Attribute.

Overwhelming Force

  • Description:
  • x1: The PC and the Chala gain a point of Strength
  • x2:
  • x3: The PC and the Chala gain a point of Strength
  • x4:
  • x5: The PC and the Chala gain a point of Strength
  • x6:

Optional Advantages

In addition to the two above, any given Chala may learn three of the Advantages given below. S/He may not learn more than three, and the three that may be learned are chosen at character creation.

Natural Weaponry

  • Description: Some Chala are marked by a sharp beak, razor claws or sharp teeth. This Skill represents a refinement of those traits, and the attendant effects upon the PC from this refinement.
  • x1: The Chala’s natural weaponry has a Damage that is equal to the levels it has in this Skill.
  • x2: Whenever the PC attacks, the damage of his weapon is 1 higher than it would otherwise be with all weapons.
  • x3: When attacking bare-handed, the PC’s attacks have a natural damage value that is equal to those of his Chala. This base value can be augmented by the benefit from the previous level of this Skill.

Impact

  • Description: Some Chala, whether through sheer bulk or ferocity, speed, or some other trait, hit harder than others when entering combat. This “charge” benefit can also be shared with the PC, making them better able to utilize the Chala’s charges and replicate them as well.
  • x1: When moving and attacking the Chala gains a bonus to attacking Adjacent targets equivalent to the distance moved before attacking. They receive a +1 if they moved from Short to Adjacent range, a +2 if they moved from Medium to Adjacent range, and a +3 if they moved from Long to Adjacent range.
  • x2: If the PC and the Chala are Attacking the same target in a round, the PC may add whatever bonus the Chala gets to that Attack from the first level of this power to his own Attack as well.
  • x3: If the Chala Moves and then Attacks, and if that attack causes more than 5 points of damage, then the Chala can make a second attack against a different, Adjacent opponent as a free action. This attack retains the Chala’s charge bonus.

Pack Tactics

  • Description: Some Chala have the advantage of strength, some speed, some keen claws or sharp teeth, and some simply have the benefit of numbers. These last Chala also learn to operate as a unit, coordinating their attacks and the attacks of their Marat companion to greatest effect.
  • x1: Whenever flanking an enemy, in addition to the normal bonus for Advantage, the Chala and the PC each gain +1 to their attacks against that enemy for each character attacking that same enemy that round, and gain +1 to their relevant defensive traits for each Adjacent ally.
  • x2: Whenever starting an exchange, the PC and the Chala gain a bonus to Initiative equal to the number of Adjacent allies. If they act before their target in a round, the same bonus also applies to their attack roll.
  • x3: The PC receives a second Chala with identical stats to the first. All Advantages are shared by the two Chala, and therefore only need to be learned once.

Keen Senses

  • Description: There are some animals for whom having sharp senses are a survival trait. Whether it is the keen eyesight of the eagle, the smell of the rat, or the faultless sense for motion that makes the deer so hard to catch, these senses are sometimes weapons and armor unto themselves.
  • x1: The Chala and the PC each gain a bonus to Perception equal to the levels of this Skill whenever the other is within Medium distance, and the Chala may use any Examinations possessed by the PC.
  • x2: If the PC and the Chala are within Medium range of one another, then they must both be surprised or fail to notice something for either of them to be surprised by or fail to notice that thing. Test against each separately.
  • x3: Both the PC and the Chala may add the Automatic modifier to one Examination action.

    Blood Frenzy

  • Description: Like the piranha or the wolf, the shark or the herdbane, some Chala simply have a bloodthirsty streak that cannot be denied. They seem to grow stronger, less fearful, and even to shrug off wounds that might otherwise be fatal in the pursuit of their prey. When these animals are Chala, their Marat companions share in this trait, and it makes them dangerous and unpredictable warriors.
  • x1: Every time the Chala either deals damage or suffers damage, it thereafter gains a bonus to all attack dice pools. This bonus is equal to +1 per HP damage dealt or received, and lasts for one turn per level in this Skill. The duration extends up to a maximum of the Chala’s Ferocity in rounds each time the Chala takes damage.
  • x2: The PC can gain the same bonus as was described for the Chala in the previous level, using Passion in place of Ferocity. In addition, wounds caused by the Chala add to the PC’s bonus and wounds caused by the PC add to the Chala’s bonus.
  • x3: The Chala gains +1 Ferocity, and the PC gains +1 Passion. In addition, whenever the bonus described above stacks above +4, the PC/Chala with it can opt to take their action as an Alpha action. If they do, the bonus drops by 2 at the end of the turn.

Hard-headed

  • Description: Unlike some others who can quickly adjust or respond to changing conditions, some Chala instead move slowly but inexorably toward their destination. The ox, gargant, and leviathan are all known for this, not for so much as being strong (though they are that too) but instead for being bulky. The great mass and determination of these creatures can be a weapon unto itself, as they plow through lines of men and break down walls that less massive creatures would break against like a wave.
  • x1: Whenever they have Moved action in a round, the Chala gains armor equal to its levels of Strength. This armor cannot be removed, and it stacks with any other armor that the Chala may already possess.
  • x2: The Chala may move through a space that is occupied by an opponent. If it does, add the Adjacent and Knockdown modifiers to its next Attack.
  • x3: Whenever the Chala Attacks and uses the benefit of the last level of this Skill, the PC may immediately attack any one enemy that is hit by that attack, provided that the target is in range of his attack.

Ferocious Chala

Types

The following are the common types of Ferocious Chala:

  • Wolf
  • Grass Lion
  • Herdbane
  • Thanadent
  • Slive
  • Garim

Other than the above, the following traits tend to exemplify Ferocious Chala. If a new animal has these traits, the Marat who bond with it will tend to fit best in this class:

  • Is at least primarily a carnivore. There are no herbivores in this class, and very few members are even omniovorous.

Starting Traits

  • Attributes
    • Strength: 3
    • Quickness: 3
    • Discipline: 2
    • Cleverness: 3
    • Ferocity: 4
    • Empathy: 2
    • 1 Exclusive Advantage and 1 Optional Advantage

Exclusive Advantages

Empathic Bond

  • Description: As the Marat and Chala bond to one another, a deep empathy and mutual understanding often result. Some Marat even treat this as a kind of romantic love, and for some it very much is this, but for some it is much more akin to a familial love or close friendship. Whatever the feeling, though, as the two grow closer in this way they learn to share their strengths and buttress their weaknesses, working together toward their shared goals.
  • x1: The PC gains a +1 to his lowest Attribute if his Chala has that Attribute (or its equivalent) at a level that is greater than the PC. The Chala also gains a +1 to its lowest Attribute if the PC’s rating in that Attribute is higher. The PC and Chala can communicate via their empathic bond, transmitting basic concepts, sensations and short statements to one another as though they were in ordinary conversation.
  • x2: The PC and Chala can both use the senses of the other for actions that utilize line of sight.
  • x3: The PC gains a +1 to whichever Attribute the Chala has the most levels in, and the Chala gains an equivalent benefit.
  • x4: The PC and Chala can shift some damage and fatigue between them. Each round, one of them can transmit to the other either 1 HP of damage, or up to the rating of this Skill in Energy. Since Chala do not normally possess an Energy trait, when it is transmitted in this way a Chala receives a -1 penalty to all actions for the round for every 2 Energy taken, and vice versa.
  • x5: The benefits from the first and third levels of this skill increase to +2.
  • x6: The PC gains an additional +1 to all Attributes and derived traits which the Chala has more of than the PC, and the Chala gains an additional +1 to all Attributes and derived traits which the PC has more of than the Chala. If the two have the same rating in an Attribute, one (player’s choice which) gains +1 in that Attribute.

Predator’s Advantage

  • Description:
  • x1: The PC gains a point of Passion and the Chala gains a point of Ferocity
  • x2:
  • x3: The PC gains a point of Passion and the Chala gains a point of Ferocity
  • x4:
  • x5: The PC gains a point of Passion and the Chala gains a point of Ferocity
  • x6:

Optional Advantages

In addition to the two above, any given Chala may learn three of the Advantages given below. S/He may not learn more than three, and the three that may be learned are chosen at character creation.

Natural Weaponry

  • Description: Some Chala are marked by a sharp beak, razor claws or sharp teeth. This Skill represents a refinement of those traits, and the attendant effects upon the PC from this refinement.
  • x1: The Chala’s natural weaponry has a Damage that is equal to the levels it has in this Skill.
  • x2: Whenever the PC attacks, the damage of his weapon is 1 higher than it would otherwise be with all weapons.
  • x3: When attacking bare-handed, the PC’s attacks have a natural damage value that is equal to those of his Chala. This base value can be augmented by the benefit from the previous level of this Skill.

Impact

  • Description: Some Chala, whether through sheer bulk or ferocity, speed, or some other trait, hit harder than others when entering combat. This “charge” benefit can also be shared with the PC, making them better able to utilize the Chala’s charges and replicate them as well.
  • x1: When moving and attacking the Chala gains a bonus to attacking Adjacent targets equivalent to the distance moved before attacking. They receive a +1 if they moved from Short to Adjacent range, a +2 if they moved from Medium to Adjacent range, and a +3 if they moved from Long to Adjacent range.
  • x2: If the PC and the Chala are Attacking the same target in a round, the PC may add whatever bonus the Chala gets to that Attack from the first level of this power to his own Attack as well.
  • x3: If the Chala Moves and then Attacks, and if that attack causes more than 5 points of damage, then the Chala can make a second attack against a different, Adjacent opponent as a free action. This attack retains the Chala’s charge bonus.

Pack Tactics

  • Description: Some Chala have the advantage of strength, some speed, some keen claws or sharp teeth, and some simply have the benefit of numbers. These last Chala also learn to operate as a unit, coordinating their attacks and the attacks of their Marat companion to greatest effect.
  • x1: Whenever flanking an enemy, in addition to the normal bonus for Advantage, the Chala and the PC each gain +1 to their attacks against that enemy for each character attacking that same enemy that round, and gain +1 to their relevant defensive traits for each Adjacent ally.
  • x2: Whenever starting an exchange, the PC and the Chala gain a bonus to Initiative equal to the number of Adjacent allies. If they act before their target in a round, the same bonus also applies to their attack roll.
  • x3: The PC receives a second Chala with identical stats to the first. All Advantages are shared by the two Chala, and therefore only need to be learned once.

Keen Senses

  • Description: There are some animals for whom having sharp senses are a survival trait. Whether it is the keen eyesight of the eagle, the smell of the rat, or the faultless sense for motion that makes the deer so hard to catch, these senses are sometimes weapons and armor unto themselves.
  • x1: The Chala and the PC each gain a bonus to Perception equal to the levels of this Skill whenever the other is within Medium distance, and the Chala may use any Examinations possessed by the PC.
  • x2: If the PC and the Chala are within Medium range of one another, then they must both be surprised or fail to notice something for either of them to be surprised by or fail to notice that thing. Test against each separately.
  • x3: Both the PC and the Chala may add the Automatic modifier to one Examination action.

    Blood Frenzy

  • Description: Like the piranha or the wolf, the shark or the herdbane, some Chala simply have a bloodthirsty streak that cannot be denied. They seem to grow stronger, less fearful, and even to shrug off wounds that might otherwise be fatal in the pursuit of their prey. When these animals are Chala, their Marat companions share in this trait, and it makes them dangerous and unpredictable warriors.
  • x1: Every time the Chala either deals damage or suffers damage, it thereafter gains a bonus to all attack dice pools. This bonus is equal to +1 per HP damage dealt or received, and lasts for one turn per level in this Skill. The duration extends up to a maximum of the Chala’s Ferocity in rounds each time the Chala takes damage.
  • x2: The PC can gain the same bonus as was described for the Chala in the previous level, using Passion in place of Ferocity. In addition, wounds caused by the Chala add to the PC’s bonus and wounds caused by the PC add to the Chala’s bonus.
  • x3: The Chala gains +1 Ferocity, and the PC gains +1 Passion. In addition, whenever the bonus described above stacks above +4, the PC/Chala with it can opt to take their action as an Alpha action. If they do, the bonus drops by 2 at the end of the turn.

Hard-headed

  • Description: Unlike some others who can quickly adjust or respond to changing conditions, some Chala instead move slowly but inexorably toward their destination. The ox, gargant, and leviathan are all known for this, not for so much as being strong (though they are that too) but instead for being bulky. The great mass and determination of these creatures can be a weapon unto itself, as they plow through lines of men and break down walls that less massive creatures would break against like a wave.
  • x1: Whenever they have Moved action in a round, the Chala gains armor equal to its levels of Strength. This armor cannot be removed, and it stacks with any other armor that the Chala may already possess.
  • x2: The Chala may move through a space that is occupied by an opponent. If it does, add the Adjacent and Knockdown modifiers to its next Attack.
  • x3: Whenever the Chala Attacks and uses the benefit of the last level of this Skill, the PC may immediately attack any one enemy that is hit by that attack, provided that the target is in range of his attack.

NPC Chala

Some Chala are not available to player characters, either because they are too powerful, they are reserved for villains, or there is no easy way to fit them into a campaign. This list is mostly defined by your storyteller, but it normally at least includes the following:

  • Leviathan
  • Vord
  • Fury
  • Dolphin
  • Shark

Furycrafting and Racial Magic

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