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Chapter 2: Religion The primary changes within Chapter 2 correspond to the
changes that were made to the Variable Power Pool Framework.
These changes are well documented in Volume One of the Hero
System Rules and the effect they have here are primarily cost
structure in nature.
Fables, Blessings and Parables: Variable Power Pool
(Blessings Pool), 5 base + 5 control cost, all slots 1 Con-
tinuing Charge lasting 1 Day (-0), Usable Simultaneously(up to 32 people at once; +1 3/4), Recipient must be within
Limited Range of the Grantor for power to be granted (12
Active Points); all slots Extra Time (1 Hour, Only to Activate,
Character May Take No Other Actions, -1 3/4), Incantations
(Requires Incantations throughout; -1/2), Lockout (-1/2),
Conditional Power (Only Followers Of [Religion]; -1/4)
The powers ‘Fables, parables and Blessings’, ‘Well
of Faith’ as well as ‘Blessings of [Religion]’ are changed only
slightly overall. Individual prayers of the New Faith religions
have generally increased in points, but not enough to really affect
their purchases.
Well of Faith: Endurance Reserve (30 END, 10 REC)
Reserve: (16 Active Points); Limited Power (Only When In
Good Standing With Deity; -1/2); REC: (8 Active Points);
Extra Time (1 Hour, Character May Take No Other Actions,
-3 1/4), Incantations (Requires Incantations throughout; -1/2),
Limited Power (Only When In Good Standing With Deity;
-1/2)
Blessings of [Religion]: Multipower, 30-point reserve, Con-
ditional Power (All prayers must have the ‘Visible’ limitation
where possible; -0) (30 Active Points); all slots OIF (HolySymbol; -1/2), Requires A Roll (Skill roll; Faith; -1/2), Lim-
ited Power (Only When In Good Standing With Deity; -1/2),
Unied Power (Spell; -1/4), Concentration (1/2 DCV; -1/4),
Incantations (-1/4), Conditional Power (All spells must draw
END from the Well of Faith only; -1/4)
New Faith Packages
Asunite Priest PackageCost Ability
1 +1 INT
2 +2 PRE
3 +3 EGO
10 10 Points Worth Of Priestly Spells
4 Armor Familiarity (Light Armor, Shield)
2 Armorsmith (Repair only, all armor types) 11-
3 Bureaucratics 11-
3 Healing 11-
2 KS: Asunite Religious Doctrine 11-2 KS: History of the Church of Asuna 11-
2 KS: Spirit Lore 11-
1 Literacy with Native Language
3 Oratory 11-
2 PS: Asunite Priest 11-
3 Persuasion 11-
3 Power: Faith 11-
2 WF: Common Melee Weapons
18 Membership Has Its Privileges: Contact: Church of
Asuna (Contact has access to major institutions, Contact has
signicant Contacts of his own, Contact has useful Skills or
resources, Very Good relationship with Contact), Organization
Contact (x3) (18 Active Points) 8-6 Ordained Priest of Asuna: Fringe Benet (Membership:
Church of Asuna, Pastor, Right to Marry: Can perform the mar-
riage ceremony)
8 Blessings of Asuna: Multipower, 30-point reserve,
Conditional Power (All prayers must have the ‘Visible’ limita-
tion where possible; -0) (30 Active Points); all slots OIF (Holy
Symbol; -1/2), Requires A Roll (Skill roll; Faith; -1/2), Limited
Power (Only When In Good Standing With Deity; -1/2), Unied
Power (Spell; -1/4), Concentration (1/2 DCV; -1/4), Incantations
(-1/4), Conditional Power (All spells must draw END from the
Well of Faith only; -1/4)
7 Fables, Blessings and Parables: Variable Power Pool
(Blessings Pool), 5 base + 5 control cost, all slots 1 Continu-ing Charge lasting 1 Day (-0), Usable Simultaneously (up to 32
people at once; +1 3/4), Recipient must be within Limited Range
of the Grantor for power to be granted (12 Active Points); all
slots Extra Time (1 Hour, Only to Activate, Character May Take
No Other Actions, -1 3/4), Incantations (Requires Incantations
throughout; -1/2), Lockout (-1/2), Conditional Power (Only Fol-
lowers Of Asuna; -1/4)
6 Well of Faith: Endurance Reserve (30 END, 10 REC)
Reserve: (16 Active Points); Limited Power (Only When In
Good Standing With Deity; -1/2); REC: (8 Active Points); Extra
Time (1 Hour, Character May Take No Other Actions, -3 1/4),
Incantations (Requires Incantations throughout; -1/2), Limited
Power (Only When In Good Standing With Deity; -1/2)
Complications
15 Psychological Complication: Cannot Stand By And Let
Evil Occur (Common; Strong)
25 Psychological Complication: Dedicated To Asuna And
His Purposes (Very Common; Total)
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Ironborn Optional Abilities
Tempered Soul: (Total: 15 Active Cost, 5 Real Cost) +10 PRE
(10 Active Points); Limited Power (Defensive Use Only; -1),
Conditional Power (Only When In Good Standing With God;
-1/2), Costs Endurance (-1/2) (Real Cost: 3) plus +5 EGO
(5 Active Points); Limited Power (Defensive Use Only; -1),
Conditional Power (Only When In Good Standing With God;
-1/2), Costs Endurance (-1/2) (Real Cost: 2) 3END
(Cost: 5 points)
Stoking The Fires: Life Support (Safe in Intense Heat)
(Cost: 2 points)
Great Fortitude: +2 with Constitution Rolls (Cost: 4 points)
Soul of Steel: (Total: 30 Active Cost, 10 Real Cost) +20 PRE
(20 Active Points); Limited Power (Defensive Use Only; -1),
Conditional Power (Only When In Good Standing With God;
-1/2), Costs Endurance (-1/2) (Real Cost: 7) plus +10 EGO
(10 Active Points); Limited Power (Defensive Use Only; -1),
Conditional Power (Only When In Good Standing With God;
-1/2), Costs Endurance (-1/2) (Real Cost: 3) 6END
(Cost: 10 points)
Soul of the Hearth: Dispel Fire/Heat Based Attacks 5d6, Per-
sistent (+1/4), Reduced Endurance (0 END; +1/2), Constant
(+1/2) (34 Active Points); Conditional Power (Only When In
Good Standing With God; -1/2), No Range (-1/2), Always On
(-1/2) (Cost: 14 points)
Create Bonded Hammer: Custom Power, Character Can
Only Have One Bonded Hammer In Creation At Any Given
Time (+0) (15 Active Points); Increased Endurance Cost (x5
END; (This is Long Term Endurance and recovers as such);
-2), OAF Expendable (Very Difcult to obtain new Focus; Item Creation Supplies; -1 1/2), Requires A Roll (Skill roll;
Faith and Weaponsmith; -1/2), Conditional Power (Only
When In Good Standing With God; -1/2), Concentration (1/2
DCV; -1/4) [Notes: Creates the following hammer: Killing
Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Range Based On
STR (+1/4), Affects Desolidied Can Strike Ethereal Un-
dead (+1/4), Reduced Endurance (0 END; +1/2) (60 Active
Points); OAF (-1), Mass (Normal; -1), Only When Serving
The God’s Purposes (-1/2), Strength Minimum (10; -1/2)]
15END (Cost: 3 points)
Ironborn PackageCost Ability
2 +2 EGO
2 +2 INT
4 Craftsman: +1 with all Crafts Skills
8 Armorsmith (Mail Armors, Plate Armors, Repair only,
all armor types, Shields) 12-
2 CuK: Matharian Heraldry 11-
2 CuK: Matharian Laws and Customs 11-
2 CuK: Matharian Legends and Lore 11-2 KS: Cult of the Forge Doctrines 11-
2 KS: Family Ancestral Line 11-
2 KS: Matharian History 11-
2 KS: Prominent Smiths and Metalworking Guilds 11-
2 KS: Soulforged, Soulwarped and Undead Lore 11-
2 PS: Ironborn 11-
3 Power: Faith 11-
2 WF: Common Melee Weapons
6 Weaponsmith (Axes And Picks, Flails, Maces And
Hammers, Spears And Polearms, Swords And Daggers) 11-
1 Expensive Equipment: Money: Well Off (3 Active
Points); Limited Power (Only To Determine Starting Wealth; -1)
10 Ironborn of the Forge: Fringe Benet (Ironborn, Mem-
bership: Cult of the Forge, Right to Marry: Can perform the
marriage ceremony, Writ of Carriage)
18 Membership Has Its Privileges: Contact: Cult of the
Forge (Contact has access to major institutions, Contact has
signicant Contacts of his own, Contact has useful Skills or
resources, Very Good relationship with Contact), Organization
Contact (x3) (18 Active Points) 8-
2 Positive Reputation: Skilled Metalworker (A medium-
sized group) 14-, +1/+1d6
5 5 Points Worth of Ironborn Prayers (5 Active Points)
9 Blessings of the Forge: Multipower, 30-point reserve,
(30 Active Points); all slots OIF (Holy Symbol; -1/2), Requires
A Roll (Skill roll; Faith; -1/2), Limited Power (Only When In
Good Standing With Deity; -1/2), Unied Power (Spell; -1/4),
Concentration (1/2 DCV; -1/4), Incantations (-1/4)
7 Fables, Blessings and Parables: Variable Power Pool
(Blessings Pool), 5 base + 5 control cost, all slots 1 Continu-
ing Charge lasting 1 Day (-0), Usable Simultaneously (up to 32
people at once; +1 3/4), Recipient must be within Limited Rangeof the Grantor for power to be granted (12 Active Points); all
slots Extra Time (1 Hour, Only to Activate, Character May Take
No Other Actions, -1 3/4), Incantations (Requires Incantations
throughout; -1/2), Lockout (-1/2), Conditional Power (Only Fol-
lowers Of The Cult Of The Forge; -1/4)
Complications
10 Social Complication: Law of the Cast: “As our oaths
are our bond, so are these guidelines our boundaries.” (Must act
in accordance with the precepts of the Cult of the Forge or lose
all special “Only While Serving The God’s Purposes” abilities)
Infrequently, Major
10 Social Complication: Law of the Crucible: “As ourspirits are puried, so thus must they cast away all impurities.”
(May not willingly associate or tolerate Evil individuals) Fre-
quently, Minor
10 Social Complication: Law of the Forge: “Only through
great effort and working of skill can our failures be made
whole.” (Must go through lengthy quest or some other form of
personal sacrice to regain abilities if the Law of the Crucible is
violated) Infrequently, Major
10 Social Complication: Law of the Furnace: “In the res
of others’ needs and others’ directions are we tempered.” (Must
obey the priests of the Cult of the Forge) Frequently, Minor
10 Social Complication: May Not Share Smithing Knowl-
edge With Others Infrequently, Major
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The Forge Within: Power Defense (20 points) (20 Active
Points); Conditional Power (Only Vs. Powers Used By Soul-
forged, Soulwarped or Undead; -1), Conditional Power (Only
When In Good Standing With God; -1/2) (Cost: 8 points)
Create Hammer of the Forge: Summon 178-point creatures
(36 Active Points); Extra Time (1 Month, Only to Activate, -2
1/2), Increased Endurance Cost (x5 END; (This is Long Term
Endurance and recovers as such); -2), OIF Immobile (Must
Be Forged At A Temple Dedicated To The Cult Of The Forge;
-1 1/2), Requires A Roll (Skill roll; Faith and Weaponsmith;-1/2), Gestures (Requires both hands; -1/2), Conditional
Power (Only When In Good Standing With God; -1/2), Con-
centration (0 DCV; -1/2), Incantations (-1/4) 35END
(Cost 4 points)
Iron Born Prayers
Alloy: (Total: 23 Active Cost, 18 Real Cost) Density Increase
(400 kg mass, +10 STR, +2 PD/ED, -4m KB), Side Effects,
Side Effect occurs automatically whenever Power is used
(Side Effect only affects the recipient of the benets of the
Power; Casters Skin Turns To Metal; +0) (Real Cost: 8) plus
Resistant Protection (5 PD/4 ED), Side Effects, Side Effect oc-curs automatically whenever Power is used (Side Effect only
affects the recipient of the benets of the Power; Casters Skin
Turns To Metal; +0) (15 Active Points); Costs Endurance
(-1/2) (Real Cost: 10) 5END (Cost: 18 points)
Ancestral Hammer: (Total: 35 Active Cost, 32 Real Cost) Kill-
ing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Range
Based On STR (+1/4) (25 Active Points) (Real Cost: 25) plus
+2 with Ancestral Hammer (10 Active Points); Costs Endur-
ance (-1/2) (Real Cost: 7) 7END (Cost: 32 points)
Ancestral Vision: Infrared Perception (Sight Group) (5 Active
Points); Costs Endurance (-1/2), Limited Power (Only Works
In Near Or Total Darkness; -1/2) 1END (Cost: 2 points)
Brazing the Wounds: Regeneration (1 BODY per Turn),
Usable By Other (+0), Grantor pays the END whenever the
power is used, Grantor controls the power totally, Grantor
can only grant the power to others (16 Active Points); Con-
ditional Power (Only to Followers of the Cult of the Forge;
-1/2) (Cost: 11 points)
Burnish: Detect Magical Properties of a Single Enchanted
Object A Single Thing 13- (Unusual Group), Discrimina-
tory, Analyze (15 Active Points); Extra Time (1 Hour, Only
to Activate, Character May Take No Other Actions, -1 3/4),
Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Costs Endurance (Only Costs END to
Activate; -1/4) 3END (Cost: 4 points)
Cold Flame: Sight Group Images, Area Of Effect (2m Radius;
+1/4) (12 Active Points); Only To Create Light (-1), Physi-
cal Manifestation (A ame that must be carried by the caster;
-1/4) 2END (Cost: 5 points)
Discover Flaw: Armor Piercing (x2; +1/2) for up to 60 Ac-
tive Points of Weapons (30 Active Points); Extra Time (Extra
Phase, -3/4) 6END (Cost: 17 points)
Ferocity of the Forge: Blast 6d6, Area Of Effect Nonselective
(12m Radius Explosion; +1/4) (37 Active Points); Conditional
Power (Power Does Not Work In Rain or Underwater; -1/4)
7END (Cost: 30 points)
Fire Welding: Killing Attack - Ranged 1d6, Armor Piercing
(x2; +1/2) (22 Active Points); Conditional Power (Power
Does Not Work In Rain or Underwater; -1/4), Reduced By
Range (-1/4) 4END (Cost: 15 points)
Forge Memory: Killing Attack - Hand-To-Hand 1 1/2d6, AreaOf Effect (1m Surface; +1/4), Sticky (+1/2), Constant (+1/2)
(56 Active Points); Limited Power (Only Metallic Surfaces;
-1), No STR Bonus (-1/2) 11END (Cost: 22 points)
Fury of the Forge: Aid STR, SPD and END 2d6, Expanded
Effect (x3 Characteristics or Powers simultaneously) (+1),
Delayed Return Rate (points return at the rate of 5 per
Minute; +1) (36 Active Points); Side Effects, Side Effect oc-
curs automatically whenever Power is used (Side Effect only
affects the recipient of the benets of the Power; -3 DCV;
-1/2), Conditional Power (Only to Followers of the Cult of the
Forge; -1/2), Usable By Other (-1/4), Grantor can only grant
the power to others 7END (Cost: 16 points)
Galvanize: Life Support (Safe in Intense Cold; Safe in Intense
Heat), Usable By Other (+1/4) (5 Active Points); Conditional
Power (Only to Followers of the Cult of the Forge; -1/2),
Costs Endurance (-1/2) 1END (Cost: 2 points)
Normalize: Resistant Protection (30 ED) (Protect Carried
Items) (55 Active Points); Limited Power (Only Vs. Fire/Heat
Based Attacks; -1), Extra Time (1 Turn (Post-Segment 12),
Only to Activate, -3/4), Costs Endurance (-1/2) 11END
(Cost: 17 points)
Shackles: Entangle 4d6, 4 PD/4 ED, Takes No Damage From
Attacks All Attacks (+1/2) (60 Active Points); Limited Power
(Only Vs. Soulforged, Soulwarped or Undead; -1/2), Limited
Range (50m Maximum; -1/4) 12END (Cost: 34 points)
Shield: +3 DCV, Protects Against Desolidied Attacks (+1/2)
(22 Active Points); Costs Endurance (-1/2), Physical Manifes-
tation (-1/4) 4END (Cost: 12 points)
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Old Faith Packages Once again the primary changes are in the costs, some
powers had to be restructured, but for the most part there are few
changes.
Totemic ShamanTotem Gifts
Agility, Greater: (Total: 32 Active Cost, 10 Real Cost) +6
DEX (12 Active Points); Costs Endurance (-1/2), Requires A
Roll (Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV;-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), In-
cantations (-1/4), Gestures (-1/4) (Real Cost: 4) plus +2 DCV
(10 Active Points); Costs Endurance (-1/2), Requires A Roll
(Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV; -1/4),
Extra Time (Delayed Phase, Only to Activate, -1/4), Gestures
(-1/4), Incantations (-1/4) (Real Cost: 3) plus +1 SPD (10
Active Points); Costs Endurance (-1/2), Requires A Roll (Skill
roll; Totem Lore; -1/2), Concentration (1/2 DCV; -1/4), Extra
Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4),
Incantations (-1/4) (Real Cost: 3) 6END (Cost: 10 points)
Agility, Lesser: (Total: 20 Active Cost, 6 Real Cost) +5 DEX
(10 Active Points); Costs Endurance (-1/2), Requires A Roll(Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV; -1/4),
Extra Time (Delayed Phase, Only to Activate, -1/4), Incanta-
tions (-1/4), Gestures (-1/4) (Real Cost: 3) plus +2 DCV (10
Active Points); Costs Endurance (-1/2), Requires A Roll (Skill
roll; Totem Lore; -1/2), Concentration (1/2 DCV; -1/4), Extra
Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4),
Incantations (-1/4) (Real Cost: 3) 4END (Cost: 6 points)
Flight, Greater: Flight 20m (20 Active Points); Requires A
Roll (Skill roll; Totem Lore; -1/2), Restrainable (-1/2), Con-
centration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only
to Activate, -1/4), Gestures (-1/4), Incantations (-1/4) 4END
(Cost: 7 points) Flight, Lesser: Flight 10m (10 Active Points); Requires A Roll
(Skill roll; Totem Lore; -1/2), Restrainable (-1/2), Concentra-
tion (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to
Activate, -1/4), Gestures (-1/4), Incantations (-1/4) 2END
(Cost: 3 points)
Frenzy, Greater: (Total: 20 Active Cost, 7 Real Cost) +10 STR
(10 Active Points); Requires A Roll (Skill roll; Totem Lore;
-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed
Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations
(-1/4) (Real Cost: 4) plus +10 CON (10 Active Points); Costs
Endurance (-1/2), Requires A Roll (Skill roll; Totem Lore;
-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations
(-1/4) (Real Cost: 3) 4END (Cost: 7 points)
Frenzy, Lesser: (Total: 10 Active Cost, 4 Real Cost) +5 STR
(5 Active Points); Requires A Roll (Skill roll; Totem Lore;
-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed
Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations
(-1/4) (Real Cost: 2) plus +5 CON (5 Active Points); Costs
Endurance (-1/2), Requires A Roll (Skill roll; Totem Lore;
-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed
Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations
(-1/4) (Real Cost: 2) 2END (Cost: 4 points)
Leaping, Greater: Leaping 28m (14 Active Points); Requires
A Roll (Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV;
-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4),
Gestures (-1/4), Incantations (-1/4) 3END (Cost: 6 points)
Leaping, Lesser: Leaping 20m (10 Active Points); Requires A
Roll (Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV;
-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4),
Gestures (-1/4), Incantations (-1/4) 2END (Cost: 4 points)
Mightiness, Greater: (Total: 20 Active Cost, 7 Real Cost) +10STR (10 Active Points); Requires A Roll (Skill roll; Totem
Lore; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4),
Extra Time (Delayed Phase, Only to Activate, -1/4), Incanta-
tions (-1/4) (Real Cost: 4) plus +10 PRE (10 Active Points);
Requires A Roll (Skill roll; Totem Lore; -1/2), Costs Endur-
ance (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (De-
layed Phase, Only to Activate, -1/4), Gestures (-1/4), Incanta-
tions (-1/4) (Real Cost: 3) 4END (Cost: 7 points)
Mightiness, Lesser: (Total: 10 Active Cost, 4 Real Cost) +5
STR (5 Active Points); Requires A Roll (Skill roll; Totem Lore;
-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Extra
Time (Delayed Phase, Only to Activate, -1/4), Incantations
(-1/4) (Real Cost: 2) plus +5 PRE (5 Active Points); Requires
A Roll (Skill roll; Totem Lore; -1/2), Costs Endurance (-1/2),
Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase,
Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4)
(Real Cost: 2) 2END (Cost: 4 points)
Ramming, Greater: Hand-To-Hand Attack +3d6, Penetrating
(+1/2) (22 Active Points); Requires A Roll (Skill roll; Totem
Lore; -1/2), Hand-To-Hand Attack (-1/4), Concentration (1/2
DCV; -1/4), Extra Time (Delayed Phase, Only to Activate,
-1/4), Gestures (-1/4), Incantations (-1/4) 4END
(Cost: 8 points)
Ramming, Lesser: Hand-To-Hand Attack +2d6 (10 Active Points); Requires A Roll (Skill roll; Totem Lore; -1/2), Hand-
To-Hand Attack (-1/4), Concentration (1/2 DCV; -1/4), Extra
Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4),
Incantations (-1/4) 2END (Cost: 4 points)
Running, Greater: Running 20m (20 Active Points); Requires
A Roll (Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV;
-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4),
Gestures (-1/4), Incantations (-1/4) 4END (Cost: 8 points)
Running, Lesser: Running 10m (10 Active Points); Requires
A Roll (Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV;
-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4),
Gestures (-1/4), Incantations (-1/4) 2END (Cost: 4 points)
Senses, Greater: (Total: 29 Active Cost, 8 Real Cost) +8 PER
with all Sense Groups (24 Active Points); Concentration (0
DCV; -1/2), Costs Endurance (-1/2), Requires A Roll (Skill
roll; Totem Lore; -1/2), Extra Time (Delayed Phase, Only
to Activate, -1/4), Gestures (-1/4), Incantations (-1/4) (Real
Cost: 7) plus Nightvision (5 Active Points); Concentration (0
DCV; -1/2), Costs Endurance (-1/2), Requires A Roll (Skill
roll; Totem Lore; -1/2), Extra Time (Delayed Phase, Only
to Activate, -1/4), Gestures (-1/4), Incantations (-1/4) (Real
Cost: 1) 6END (Cost: 8 points)
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Afknir PackageCost Ability
1 +1 BODY
2 +2 REC
3 +3 CON
3 +3 EGO
3 +3 PRE
2 Animal Handler (Ursines) 11-
2 Armor Familiarity (Light Armor)
2 CuK: Vaerdi Heraldry 11-
2 CuK: Vaerdi Laws and Customs 11-
2 CuK: Vaerdi Legends and Lore 11-
3 Deduction 11-
3 Healing 11-
2 KS: Herbalism 11-2 KS: Spirit Lore 11-
2 KS: Thodinrir Doctrines 11-
2 KS: Wilderness Lore 11-
0 Language: Ursine (completely uent)
2 Navigation (Land) 11-
2 PS: Afknir 11-
3 Persuasion 11-
3 Power: Totem Lore 11-
3 Survival (Arctic/Subarctic Forests, Mountain) 11-
3 Tracking 11-
2 WF: Common Melee Weapons
11 Afknir: Fringe Benet (Afknir, Right to Marry: Can
perform the marriage ceremony)16 Bear Form: Multiform (142 Character Points in the most
expensive form) (29 Active Points); Extra Time (1 Turn (Post-
Segment 12), Only to Activate, Character May Take No Other
Actions, -3/4)
6 Fables, Blessings and Parables: Variable Power Pool
(Blessing Pool), 5 base + 5 control cost, all slots 1 Continu-
ing Charge lasting 1 Day (-0) (8 Active Points); all slots Extra
Time (1 Hour, Only to Activate, Character May Take No Other
Actions, -1 3/4), Incantations (Requires Incantations throughout;
-1/2), Lockout (-1/2), Conditional Power (Only followers of
Thodinrir can be blessed; -1/4)
1 Spirit Attuned: Life Support (Longevity: 200 Years)
Bear Totem
7 Mightiness, Greater: (Total: 20 Active Cost, 7 Real
Cost) +10 STR (10 Active Points); Requires A Roll (Skill roll;
Totem Lore; -1/2), Concentration (1/2 DCV; -1/4), Gestures
(-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), In-
cantations (-1/4) (Real Cost: 4) plus +10 PRE (10 Active Points);
Requires A Roll (Skill roll; Totem Lore; -1/2), Costs Endurance
(-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed
Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations
(-1/4) (Real Cost: 3) 4END
4 Mightiness, Lesser: (Total: 10 Active Cost, 4 Real Cost)
+5 STR (5 Active Points); Requires A Roll (Skill roll; Totem
Lore; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4),
Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations
(-1/4) (Real Cost: 2) plus +5 PRE (5 Active Points); Requires
A Roll (Skill roll; Totem Lore; -1/2), Costs Endurance (-1/2),
Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only
to Activate, -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost:
2) 2END
10 Toughness, Greater: Resistant Protection (8 PD/8 ED),
Hardened (+1/4) (30 Active Points); Costs Endurance (-1/2),
Requires A Roll (Skill roll; Totem Lore; -1/2), Concentration (1/2
DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4),
Gestures (-1/4), Incantations (-1/4) 6END
5 Toughness, Lesser: Resistant Protection (5 PD/5 ED)(15 Active Points); Costs Endurance (-1/2), Requires A Roll
(Skill roll; Totem Lore; -1/2), Concentration (1/2 DCV; -1/4), Ex-
tra Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4),
Incantations (-1/4) 3END
Complications
20 Psychological Complication: Dedicated To The Vaerdi
Gods And Their Purposes (Common; Total)
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Talismans, Charms and Fetishes
Charm of Excellence: +3 with [all Intellect Skills, all Interac-
tion Skills, or a similar broad group], Usable By Other (+1/4)
(15 Active Points); 1 Continuing Charge lasting 1 Day which
Never Recovers (-1 3/4), IAF Fragile Expendable (Very Dif-
cult to obtain new Focus; -1 1/4), Conditional Power (Only
If In Good Standing With Spirits; -1/2), Limited Power (Spell;
-1/2) (Cost: 3 points)
Comfort Fetish: Change Environment (+1 Temperature Level Adjustment, -1 Temperature Level Adjustment, Varying Com-
bat Effects), Area Of Effect (4m Radius; +1/4), Usable By
Other (+1/4) (24 Active Points); 1 Continuing Charge lasting
1 Day which Never Recovers (-1 3/4), IAF Fragile Expend-
able (Very Difcult to obtain new Focus; -1 1/4), Conditional
Power (Only If In Good Standing With Spirits; -1/2), Limited
Power (Spell; -1/2) (Cost: 5 points)
Fetish of Fire: (Total: 27 Active Cost, 5 Real Cost) +3 DEX,
Usable By Other (+1/4) (7 Active Points); 1 Continuing
Charge lasting 1 Day which Never Recovers (-1 3/4), IAF
Fragile Expendable (Very Difcult to obtain new Focus; -1
1/4), Limited Power (Only To Determine Who Goes First In
A Phase; -1/2), Conditional Power (Only If In Good Standing
With Spirits; -1/2), Limited Power (Spell; -1/2) (Real Cost:
1) plus Killing Attack - Hand-To-Hand 1/2d6, Area Of Effect
(2m Surface; Damage Shield; +1/4), Usable By Other (+1/4),
Constant (+1/2) (20 Active Points); 1 Continuing Charge
lasting 1 Day which Never Recovers (-1 3/4), IAF Fragile
Expendable (Very Difcult to obtain new Focus; -1 1/4), Con-
ditional Power (Only If In Good Standing With Spirits; -1/2),
Limited Power (Spell; -1/2), No STR Bonus (-1/2) (Real Cost:
4) (Cost: 5 points)
Fetish of Stone: Density Increase (200 kg mass, +5 STR, +1
PD/ED, -2m KB), Usable By Other (+1/4) (5 Active Points);
1 Continuing Charge lasting 1 Day which Never Recovers(-1 3/4), IAF Fragile Expendable (Very Difcult to obtain
new Focus; -1 1/4), Limited Power (Spell; -1/2), Conditional
Power (Only If In Good Standing With Spirits; -1/2)
(Cost: 1 point)
Frog Charm: Leaping 9m, Usable By Other (+1/4) (6 Active
Points); 1 Continuing Charge lasting 1 Day which Never Re-
covers (-1 3/4), IAF Fragile Expendable (Very Difcult to ob-
tain new Focus; -1 1/4), Conditional Power (Only If In Good
Standing With Spirits; -1/2), Limited Power (Spell; -1/2)
(Cost: 1 point)
Luck Charm: Luck 1d6, Usable By Other (+1/4) (6 Active
Points); 1 Continuing Charge lasting 1 Day which Never Re-
covers (-1 3/4), IAF Fragile Expendable (Very Difcult to ob-
tain new Focus; -1 1/4), Conditional Power (Only If In Good
Standing With Spirits; -1/2), Limited Power (Spell; -1/2)
(Cost: 1 point)
Magical Protection Talisman: Power Defense (10 points), Us-
able By Other (+1/4) (12 Active Points); 1 Continuing Charge
lasting 1 Day which Never Recovers (-1 3/4), IAF Fragile
Expendable (Very Difcult to obtain new Focus; -1 1/4), Con-
ditional Power (Only If In Good Standing With Spirits; -1/2),
Limited Power (Spell; -1/2) (Cost: 2 points)
Messenger’s Charm: Running 9m, Usable By Other (+1/4)
(11 Active Points); 1 Continuing Charge lasting 1 Day which
Never Recovers (-1 3/4), IAF Fragile Expendable (Very Dif-
cult to obtain new Focus; -1 1/4), Conditional Power (Only
If In Good Standing With Spirits; -1/2), Limited Power (Spell;
-1/2) (Cost: 2 points)
Protection Talisman: Resistant Protection (5 PD/5 ED), Us-
able By Other (+1/4) (19 Active Points); 1 Continuing Charge
lasting 1 Day which Never Recovers (-1 3/4), IAF Fragile
Expendable (Very Difcult to obtain new Focus; -1 1/4), Lim-
ited Power (Spell; -1/2), Conditional Power (Only If In Good
Standing With Spirits; -1/2) (Cost: 4 points)
Spirit Blindness Fetish: Invisibility to Mystic Group , No
Fringe, Usable By Other (+1/4) (25 Active Points); 1 Con-
tinuing Charge lasting 1 Day which Never Recovers (-1 3/4),
IAF Fragile Expendable (Very Difcult to obtain new Focus;
-1 1/4), Conditional Power (Only If In Good Standing With
Spirits; -1/2), Limited Power (Spell; -1/2), Limited Power
(Only Vs. Spirits; -1/4) (Cost: 5 points)
Talisman Against Hunger: Life Support (Eating: Characterdoes not eat), Usable By Other (+1/4) (4 Active Points); 1
Continuing Charge lasting 1 Day which Never Recovers (-1
3/4), IAF Fragile Expendable (Very Difcult to obtain new
Focus; -1 1/4), Conditional Power (Only If In Good Standing
With Spirits; -1/2), Limited Power (Spell; -1/2) (Cost: 1 point)
Talisman Against The Hunter: +4 DCV, Usable By Other
(+1/4) (25 Active Points); 1 Continuing Charge lasting 1 Day
which Never Recovers (-1 3/4), IAF Fragile Expendable (Very
Difcult to obtain new Focus; -1 1/4), Limited Power (Only
Vs. Ranged Attacks; -1), Conditional Power (Only If In Good
Standing With Spirits; -1/2), Limited Power (Spell; -1/2)
(Cost: 4 points)
Talisman of Resistance: (Total: 24 Active Cost, 4 Real Cost)
Hardened (+1/4) for up to 30 Active Points of Armor, Us-
able By Other (+1/4), Constant (+1/2) (12 Active Points); 1
Continuing Charge lasting 1 Day which Never Recovers (-1
3/4), IAF Fragile Expendable (Very Difcult to obtain new
Focus; -1 1/4), Conditional Power (Only If In Good Standing
With Spirits; -1/2), Limited Power (Spell; -1/2) (Real Cost: 2)
plus Impenetrable (+1/4) for up to 30 Active Points of Armor,
Usable By Other (+1/4), Constant (+1/2) (12 Active Points);
1 Continuing Charge lasting 1 Day which Never Recovers (-1
3/4), IAF Fragile Expendable (Very Difcult to obtain new
Focus; -1 1/4), Conditional Power (Only If In Good Standing
With Spirits; -1/2), Limited Power (Spell; -1/2) (Real Cost: 2)
(Cost: 4 points)
Will Charm: Mental Defense (12 points total), Usable By
Other (+1/4) (15 Active Points); 1 Continuing Charge lasting
1 Day which Never Recovers (-1 3/4), IAF Fragile Expend-
able (Very Difcult to obtain new Focus; -1 1/4), Conditional
Power (Only If In Good Standing With Spirits; -1/2), Limited
Power (Spell; -1/2) (Cost: 3 points)
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Ballads, Myths and Legends
Deirdre: (Total: 15 Active Cost, 10 Real Cost) +5 STR, Re-
duced Endurance (0 END; +1/2) (7 Active Points); Limited
Power (Only to escape grabs; -1/2) (Real Cost: 5) plus +3
with Contortionist (8 Active Points); Limited Power (Only to
escape ropes/bonds/etc.; -1/2) (Real Cost: 5) (cost: 10 points)
Faton: (Total: 20 Active Cost, 20 Real Cost) +10 EGO (RealCost: 10) plus +10 Mental Defense (15 points total) (Real
Cost: 10) (Cost: 20 points)
How Coyote Created People: (Total: 16 Active Cost, 16 Real
Cost) +2 with all Outdoor Skills (Real Cost: 8) plus +2 with
all Craft Skills (Real Cost: 8) (Cost: 16 points)
How Meadowlark Started Death: +3 with all Interaction
Skills (Cost: 12 points)
How Raven Became A Great Hunter: Armor Piercing (x2;
+1/2) for up to 60 Active Points of With [Related Group of At-
tacks] (30 Active Points); Requires A Roll (Skill roll; Must be
made each Phase/use; Wilderness Lore; -1), Limited Power(Only Vs. Normal Animals; -1), Extra Time (Extra Phase,
-3/4) 6END (Cost: 8 points)
Seonas and the Fairy Maiden: (Total: 18 Active Cost, 18 Real
Cost) +2 with Acting, Oratory and Disguise (Real Cost: 6)
plus +4 with Tracking, Shadowing and Concealment (Real
Cost: 12) (Cost: 18 points)
The Journeys of Pola: (Total: 16 Active Cost, 16 Real Cost)
Life Support (Eating: Character does not eat; Immunity:
All terrestrial diseases; Safe in Intense Cold; Safe in Intense
Heat) (Real Cost: 12) plus +20 END (Real Cost: 4)
(Cost: 16 points)
The Lady of Alune: +25 PRE (25 Active Points); Limited Power (Only to make “Stop and Listen to Me” presence at-
tacks; -1), Incantations (Requires Incantations throughout;
-1/2) (Cost: 10 points)
The Lutist of Hetalie: +30 PRE (30 Active Points); Limited
Power (Only To Give Orders To Troops Under Your Com-
mand; -2) (Cost: 10 points)
The Moon-faced Piper: (Total: 14 Active Cost, 14 Real Cost)
KS: Spirit Lore 11- (Real Cost: 2) plus Deadly Blow: +1d6
(Only Vs. Spirits) (Real Cost: 12) (Cost: 14 points)
The Scale Wars: (Total: 8 Active Cost, 3 Real Cost) +5 BODY
(5 Active Points); Limited Power (Only to determine knockoutand death threasholds; -1) (Real Cost: 2) plus +5 STUN (3
Active Points); Limited Power (Only to determine knockout
and death threasholds; -1) (Real Cost: 1) (Cost: 3 points)
The Shield of Destiny: (Total: 14 Active Cost, 9 Real Cost) +1
DCV (5 Active Points); Costs Endurance (-1/2) (Real Cost:
3) plus Resistant Protection (3 PD/3 ED) (9 Active Points);
Costs Endurance (-1/2) (Real Cost: 6) 3END (Cost: 9 points)
Skald PackageCost Ability
2 +2 EGO
3 +3 PRE
8 +2 with all Aigulf Cultural Skills
5 Conversation 12-
2 CuK: Aigulf Heraldry 11-
2 CuK: Aigulf Laws and Customs 11-
2 CuK: Aigulf Legends and Lore 11-
3 Jack of All Trades1 1) PS: Alchemist 11-
1 2) PS: Blacksmith 11-
1 3) PS: Skald 11-
1 4) PS: Tale Telling 11-
2 Navigation (Land) 11-
3 Oratory 11-
3 Persuasion 11-
3 Scholar
1 1) KS: Faerie Lore (2 Active Points) 11-
1 2) KS: Herbalism (2 Active Points) 11-
1 3) KS: Spirit Lore (2 Active Points) 11-
1 4) KS: The Choir Doctrines (2 Active Points) 11-
1 5) KS: Wilderness Lore (2 Active Points) 11-
3 Sleight Of Hand 11-
2 Survival (Temperate/Subtropical) 11-
3 Trading 11-
2 WF: Common Melee Weapons
9 Fringe Benet (Right to Marry: Can perform the mar -
riage ceremony, Skald)
41 Ballads, Myths and Legends: Variable Power Pool
(Blessings Pool), 30 base + 30 control cost, all slots 1 Continu-
ing Charge lasting 1 Day (-0), Usable Simultaneously (up to 32
people at once; +1 3/4), Recipient must be within Limited Range
of the Grantor for power to be granted (71 Active Points); all
slots Extra Time (1 Hour, Only to Activate, Character May Take
No Other Actions, -1 3/4), Incantations (Requires Incantations
throughout; -1/2), Lockout (-1/2)2 Woad Creation: Resistant Protection (3 PD/3 ED),
Hardened (+1/4), Usable Simultaneously (up to 8 people at once;
Each person uses up a single Charge; +1) (20 Active Points);
Extra Time (1 Hour, Character May Take No Other Actions, -3
1/4), OAF Expendable (Very Difcult to obtain new Focus; En-
chanted Pigments and Herbs; -1 1/2), 8 Continuing Charges last-
ing 1 Hour each which Never Recover (-1), Gestures, Requires
Gestures throughout (Requires both hands; -1), Limited Power
(Spell; -1/2), Requires A Roll (Skill roll; Alchemy; -1/2), Incanta-
tions (Requires Incantations throughout; -1/2), Limited Power
(Only When Not Wearing Armor; -1/2)
Complications25 Psychological Complication: Dedicated To The Spirits
And Their Purposes (Very Common; Total)
15 Social Complication: Obligated To Help And Protect
All Aigulf Frequently, Major
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The Stag Flag: (Total: 15 Active Cost, 6 Real Cost) +5 PRE
(5 Active Points); Limited Power (Only To Resist Fear; -2)
(Real Cost: 2) plus +5 Mental Defense (15 points total) (5
Active Points); Limited Power (Only To Resist Fear; -2) (Real
Cost: 2) plus Power Defense (5 points) (5 Active Points);
Limited Power (Only To Resist Fear; -2) (Real Cost: 2)
(Cost: 6 points)
The Tragedy of Deidre: (Total: 25 Active Cost, 25 Real Cost)
+5 PRE (Real Cost: 5) plus Danger Sense (self only, out of
combat, Function as a Sense, Intuitional) 14- (Real Cost: 20)(Cost: 25 points)
The Wrath of Aslyn: (Total: 50 Active Cost, 18 Real Cost) +10
STR, Reduced Endurance (0 END; +1/2) (15 Active Points);
1 Continuing Charge lasting 1 Minute (-1), Side Effects, Side
Effect occurs automatically whenever Power is used (-5 STR,
-6 DEX, -6m Running for 1 Minute after Charge elapses;
-1/2), Conditional Power (Cannot Do Anything Requiring
Concentration For Duration Of Charge; -1/4) (Real Cost: 5)
plus +5 CON (5 Active Points); 1 Continuing Charge lasting
1 Minute (-1), Side Effects, Side Effect occurs automatically
whenever Power is used (-5 STR, -6 DEX, -6m Running for 1
Minute after Charge elapses; -1/2), Conditional Power (Can-not Do Anything Requiring Concentration For Duration Of
Charge; -1/4) (Real Cost: 2) plus +5 EGO (5 Active Points);
1 Continuing Charge lasting 1 Minute (-1), Side Effects, Side
Effect occurs automatically whenever Power is used (-5 STR,
-6 DEX, -6m Running for 1 Minute after Charge elapses;
-1/2), Conditional Power (Cannot Do Anything Requiring
Concentration For Duration Of Charge; -1/4) (Real Cost: 2)
plus +5 BODY (5 Active Points); 1 Continuing Charge lasting
1 Minute (-1), Side Effects, Side Effect occurs automatically
whenever Power is used (-5 STR, -6 DEX, -6m Running for 1
Minute after Charge elapses; -1/2), Conditional Power (Can-
not Do Anything Requiring Concentration For Duration Of
Charge; -1/4) (Real Cost: 2) plus +2 with All Attacks (20 Ac-
tive Points); 1 Continuing Charge lasting 1 Minute (-1), Side
Effects, Side Effect occurs automatically whenever Power is
used (-5 STR, -6 DEX, -6m Running for 1 Minute after Charge
elapses; -1/2), Conditional Power (Cannot Do Anything Re-
quiring Concentration For Duration Of Charge; -1/4) (Real
Cost: 7) (Cost: 18 points)
Storyteller Shaman
Bezzi ShamanCost Ability
2 +2 EGO
2 +2 INT
4 +4 PRE
2 AK: Water Wood 11-
2 CK: [Home Village] 11-
3 Climbing 11-3 Concealment 11-
2 CuK: Bezzi Heraldry 11-
2 CuK: Bezzi Laws and Customs 11-
2 CuK: Bezzi Legends and Lore 11-
3 Healing 11-
2 KS: Bezzi Spirit Worship 11-
2 KS: Wilderness Lore 11-
3 Mimicry 11-
3 Shadowing 11-
3 Stealth 11-
2 Survival (Temperate/Subtropical Forests) 11-
3 Tracking 11-
1 Positive Reputation: Shaman (A small to medium
sized group) 8-, +1/+1d6
17 Forest Awareness: Danger Sense (immediate vicin-
ity, out of combat, Function as a Sense, Intuitional) (25 Active
Points); Limited Power (Only In Wilderness Environments;
-1/2) 14-
30 30 Points Worth of Animal and/or Plant Forms
1 Spirit Communion: Cosmetic Transform 2d6 (Non-
Attuned Shaman into Attuned Shaman) (6 Active Points); Extra
Time (6 Hours, -3 1/2), OAF (Willing Animal or Plant; -1),
Limited Target (Self Only; -1), Concentration (0 DCV; Charac-
ter is totally unaware of nearby events; -3/4), Incantations (Re-
quires Incantations throughout; -1/2), No Range (-1/2) 1END
Complications
25 Psychological Complication: Dedicated To The Spirits
And Their Purposes (Very Common; Total)
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Warriors of Faith The least changed of all the religious packages.
Order of the SpearCost Ability
1 +1 BODY
1 +1 CON
10 +1 SPD
3 +3 STR
3 +1 to offset DCV modier imposed by Wearing Medium
Armor
3 +1 with Spears and Polearms
2 AK: Kingdom of Tursh 11-
4 Armor Familiarity (Medium Armor, Shield)
3 Healing 11-
2 KS: Artifact Lore 11-
2 KS: Asunite Religious Doctrine 11-
2 KS: Spirit Lore 11-
2 Navigation (Land) 11-2 PS: Paladin of Asuna 11-
2 Survival (Temperate/Subtropical) 11-
2 WF: Common Melee Weapons
18 Membership Has Its Privileges: Contact: Church of
Asuna (Contact has access to major institutions, Contact has
signicant Contacts of his own, Contact has useful Skills or
resources, Very Good relationship with Contact), Organization
Contact (x3) (18 Active Points) 8-
4 Ordained Paladin of Asuna: Fringe Benet (Paladin,
Writ of Carriage)
2 Order of the Spear: Positive Reputation: Good and
Honorable Holy Warrior (A large group) 8-, +2/+2d6
12 Asuna’s Resolve: (Total: 24 Active Cost, 12 RealCost) Absorption 5 BODY (physical, END Battery), Increased
Maximum (x8 points) (+3/4), Absorption As A Defense (Resis-
tant; +1) (14 Active Points); Limited Power (Only When In
Good Standing With Deity; -1/2) (Real Cost: 9) plus Endurance
Reserve (40 END, 0 REC) Reserve: (10 Active Points); Limited
Power (END Can only be used for the Tip of Manalanyes ability;-1), (END Reserve empties on Post Segment 12; -3/4), Limited
Power (Only When In Good Standing With Deity; -1/2), Side
Effects, Side Effect occurs automatically whenever Power is
used (Side Effect does a predened amount of damage; Character
Takes 1 Body for each point of END used; -1/2) (Real Cost: 3)
16 The Tip of Manalanyes: Aid Spear and Polearm Combat
Skill Levels 4d6, Limited Power (Can only draw END from
Asuna’s Resolve END Reserve; -0) (24 Active Points); Limited
Power (Only When In Good Standing With Deity; -1/2) 5END
Spear Fighting
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, Weapon +1 DC
Strike, Target Falls
5 Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC
Strike
4 Thrust: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC
Strike
1 Weapon Element: Polearms and Spears, Staffs
Complications
15 Psychological Complication: Cannot Stand By And Let
Evil Occur (Common; Strong)
25 Psychological Complication: Dedicated To Asuna AndHis Purposes (Very Common; Total)
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Paladin of AsunaCost Ability
1 +1 BODY
1 +1 CON
2 3+2 EGO2 +2 PRE
2 +2 REC
3 +3 STR
-2 -2m Running
8 +1 with HTH Combat
6 +2 to offset DCV modier imposed by Wearing Heavy
Armor
3 Horse Warrior: +1 with All Attacks (Only While
Mounted; -2)
6 Horse Warrior: Penalty Skill Levels: +2 vs. penalties
when mounted with to offset a specic negative OCV modier
with all attacks
4 Armor Familiarity (Heavy Armor, Shield)
2 KS: Asunite Religious Doctrine 11-
2 KS: Spirit Lore 11-
1 Literacy with Native Language
2 Navigation (Land) 11-
3 Oratory 11-
2 PS: Paladin of Asuna 11-
5 Riding 12-
3 WF: Common Melee Weapons, Lances
18 Heavy Warhorse: Follower
18 Membership Has Its Privileges: Contact: Church of
Asuna (Contact has access to major institutions, Contact has
signicant Contacts of his own, Contact has useful Skills orresources, Very Good relationship with Contact), Organization
Contact (x3) (18 Active Points) 8-
4 Ordained Paladin of Asuna: Fringe Benet (Paladin,
Writ of Carriage)
1 Money: Well Off (3 Active Points); Limited Power
(Only To Determine Starting Wealth; -1)
9 Divine Wrath: (Total: 20 Active Cost, 9 Real Cost) +2
BODY (2 Active Points); Limited Power (Only When in Good
Standing With Deity; -1/2), Costs Endurance (-1/2), Limited
Power (All powers must draw END from Well of Faith; -1/4)
(Real Cost: 1) plus +2 STR (2 Active Points); Limited Power
(Only When in Good Standing With Deity; -1/2), Limited Power
(All powers must draw END from Well of Faith; -1/4) (Real
Cost: 1) plus Resistant Protection (2 PD/2 ED) (6 Active Points);
Costs Endurance (-1/2), Limited Power (Only When in GoodStanding With Deity; -1/2), Limited Power (All powers must
draw END from Well of Faith; -1/4) (Real Cost: 3) plus +1 SPD
(10 Active Points); Costs Endurance (-1/2), Limited Power (Only
When in Good Standing With Deity; -1/2), Limited Power (All
powers must draw END from Well of Faith; -1/4) (Real Cost: 4)
5END
2 Lay On Hands: Healing BODY 1d6 (10 Active Points);
Extra Time (1 Minute, Character May Take No Other Actions, -1
3/4), Increased Endurance Cost (x4 END; -1 1/2), Limited Power
(Only When in Good Standing With Deity; -1/2), Limited Power
(All powers must draw END from Well of Faith; -1/4) 8END
3 Sacred Defense: Power Defense (10 points) (10 Active
Points); Limited Power (Only Vs. Spells Cast By Enemies Of
The Church; -1), Limited Power (Only When in Good Standing
With Deity; -1/2), Costs Endurance (-1/2), Limited Power (All
powers must draw END from Well of Faith; -1/4) 2END
5 Smite Indel: Deadly Blow: +1d6 (Vs. Enemies of the
Church) (12 Active Points); Costs Endurance (-1/2), Limited
Power (Only When in Good Standing With Deity; -1/2), Limited
Power (All powers must draw END from Well of Faith; -1/4)
2END
6 Well of Faith: Endurance Reserve (30 END, 10 REC)
Reserve: (16 Active Points); Limited Power (Only When In
Good Standing With Deity; -1/2); REC: (8 Active Points); Extra
Time (1 Hour, Character May Take No Other Actions, -3 1/4),Incantations (Requires Incantations throughout; -1/2), Limited
Power (Only When In Good Standing With Deity; -1/2)
Complications
15 Psychological Complication: Cannot Stand By And Let
Evil Occur (Common; Strong)
25 Psychological Complication: Dedicated To Asuna And
His Purposes (Very Common; Total)
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PyroclastCost Ability
1 +1 BODY
1 +1 CON1 +1 EGO
2 +2 STR
2 +6 END
6 +2 to offset DCV modier imposed by Wearing Heavy
Armor
6 Know Thy Enemy: +1 Overall (12 Active Points);
Limited Power (Only Vs. Soulforged, Soulwarped and Undead;
-1/2), Limited Power (Only When in Good Standing With Deity;
-1/2)
6 Armor Familiarity (Heavy Armor, Medium Armor,
Shield)
2 Armorsmith (Repair only, all armor types) 11-
2 CuK: Matharian Heraldry 11-2 CuK: Matharian Laws and Customs 11-
2 CuK: Matharian Legends and Lore 11-
5 Defense Maneuver I-II
2 KS: Cult of the Forge Doctrines 11-
2 KS: Family Ancestral Line 11-
2 KS: Matharian History 11-
2 KS: Soulforged, Soulwarped and Undead Lore 11-
2 PS: Pyroclast 11-
2 WF: Common Melee Weapons
8 Ironborn of the Forge: Fringe Benet (Membership:
Cult of the Forge, Pyroclast, Writ of Carriage)
18 Membership Has Its Privileges: Contact: Cult of the
Forge (Contact has access to major institutions, Contact hassignicant Contacts of his own, Contact has useful Skills or
resources, Very Good relationship with Contact), Organization
Contact (x3) (18 Active Points) 8-
1 3) Money: Well Off (3 Active Points); Limited Power
(Only To Determine Starting Wealth; -1)
11 Fires of the Forge: (Total: 29 Active Cost, 11 Real Cost)
Sight Group Images, Area Of Effect (2m Radius; +1/4) (12 Ac-
tive Points); Only To Create Light (-1), No Range (-1/2), Limited
Power (Only When in Good Standing With Deity; -1/2) (Real
Cost: 4) plus Killing Attack - Hand-To-Hand 1/2d6, Area Of Ef-
fect (2m Surface; +1/4), Constant (+1/2) (17 Active Points); No
STR Bonus (-1/2), Limited Power (Only When in Good Stand-
ing With Deity; -1/2), Limited Power (Only Vs. Soulforged,
Soulwarped and Undead; -1/2) (Real Cost: 7) 5END
4 Strength of Will: +9 STR (9 Active Points); Requires A
Roll (Characteristic roll; Ego; -1/2), Increased Endurance Cost
(x2 END; -1/2) 4END
8 Unmake the Unmade: Deadly Blow: +1d6 (Vs. Soul-
forged, Soulwarped and Undead) (12 Active Points); Limited
Power (Only When in Good Standing With Deity; -1/2)
8 Warrior’s Purpose: +2 with All Attacks, Usable By
Other (+0), Grantor can take back power at any time, Grantor
can only grant the power to others, Area Of Effect (2m Radius;
+1/4) (25 Active Points); Costs Endurance (-1/2), Incantations
(Requires Incantations throughout; -1/2), Limited Power (Only
When in Good Standing With Deity; -1/2), Limited Power (Only
To Followers of the Forge; -1/2) 5END
Complications
15 Enraged: When near Soulforged, Soulwarped andUndead (Uncommon), go 11-, recover 11-
10 Social Complication: Law of the Cast: “As our oaths
are our bond, so are these guidelines our boundaries.” (Must act
in accordance with the precepts of the Cult of the Forge or lose
all special “Only While Serving The God’s Purposes” abilities)
Infrequently, Major
10 Social Complication: Law of the Crucible: “As our
spirits are puried, so thus must they cast away all impurities.”
(May not willingly associate or tolerate Evil individuals) Fre-
quently, Minor
10 Social Complication: Law of the Forge: “Only through
great effort and working of skill can our failures be made
whole.” (Must go through lengthy quest or some other form of personal sacrice to regain abilities if the Law of the Crucible is
violated) Infrequently, Major
10 Social Complication: Law of the Furnace: “In the res
of others’ needs and others’ directions are we tempered.” (Must
obey the priests of the Cult of the Forge) Frequently, Minor
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Chapter 4 The most extreme changes happen to the mages, in par-
ticular the Sanguinaries who lose their Elemental Control power
framework in 6th Edition. But even the Atharians get a little bump
in the complexity due to the changes in Variable Power Pools.
Vedra Atharia To simplify the process for explaining how the Atharian
spell casting works and to incorporate the changes in the VPP’s
we’re including this bullet point list. Specic changes to seals
and spells will be notated with their individual entries.
A starting mage begins the game with a total of (Poolx2)•
Real Points worth of spells in their grimoire.
Once game begins there is no limit to the number of spells*
they can have in their grimoire.
The Element of a spell will modify the Real Point “value”*
of a spell if the spells element differs from the casters.
A mage can have no more than a total of (Poolx• 1) Real
Points memorized at any given time.
The Element of a spell will modify the Real Point “value”*
of a spell if the spells element differs from the casters.
A mage cannot cast a spell whose Active Points are greater*than their VPP’s Control Points
A mage can utilize any spell from any Seal other than their•
opposite Seal.
A mage must make a skill roll to cast a spell using the Atha-•
ria Power Skill
The spells element must be used regardless of the casters*
The skill roll is reduced by 1pt for every 10 Active points*
of the spell to be cast.
This reduction is increased if the spell is from a Seal»
other than the casters
All spells cost Endurance to cast*
This Endurance cost is increased if the spell is from a»
Seal other than the casters
The Seals of the Vedra Atharia
Ramiel PackageCost Ability
2 +2 CON
3 +3 ED
3 +3 PD
5 +5 PRE
3 Climbing 11-
3 Oratory 11-2 Survival (Mountain) 11-
3 Tactics 11-
Optional Abilities
16 Battering Ram [Ramiel]: (Total: 19 Active Cost,
16 Real Cost) +2 With Battering Ram (Real Cost: 4) plus
Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-
Hand Attack (-1/4) (Real Cost: 12) 3END
9 Inspirational Fervor [Ramiel]: +1 with HTH
Combat, Uncontrolled (The effect of Inspiration Fervor
lasts for one Scene; +1/2), Area Of Effect (8m Ra-
dius; +1/2), Usable Simultaneously (up to 16 people at
once; +1 1/4) (26 Active Points); Incantations (Complex;
Requires Incantations Throughout; -1), Extra Time (Full
Phase, -1/2), Costs Endurance (Only Costs END to Acti-
vate; -1/4) 5END
7 Sure-Footed [Ramiel]: Flight 14m, No Turn
Mode (+1/4) (17 Active Points); Gliding (-1), Only In
Contact With A Surface (-1/4), Only On Apropriate Ter-
rain (On mountainous or rocky terrain; -1/4)
Complications
5 Distinctive Features: Palpable Sense of Com-
mand (Easily Concealed; Noticed and Recognizable;
Detectable By Commonly-Used Senses)
5 Negative Reputation: Arrogant, Infrequently
10 Psychological Complication: Always Attempts
to Lead (Common; Moderate)
Bellaria PackageCost Ability
2 +10 END
2 +2 BODY
2 +2 CON
4 +4 STR 3 Charm 11-
3 Deduction 11-
2 PS: [Choose One Artistic Skill] 11-
Optional Abilities
21 Defensive Stance [Bellarian]: Change Environment
(-3 DCV), Personal Immunity (+1/4), Area Of Effect (4m
Radius; +1/4), Selective (+1/4) (21 Active Points) [Notes: 6e:
Increased effect by one, as Change Environment behaves very
differently in 6th Edition.] 4END
5 Intercede [Bellarian]: Teleportation 16m (16 Active
Points); Only to Provide Cover (-1), Must be Aware of Attack
(-1/2), Must Pass Through Intervening Space (-1/4), No Non-Combat Movement (-1/4) 3END
5 Fabled Strength [Bellarian]: +15 STR (15 Active
Points); Extra Time (1 Turn (Post-Segment 12), Only to Ac-
tivate, -3/4), Requires A Roll (Characteristic roll; Ego; -1/2),
Increased Endurance Cost (x2 END; -1/2), Only to Lift/Move
Objects (-1/2) 6END
Complications
10 Enraged: [Player Choice] (Uncommon), go 11-,
recover 14-
10 Psychological Complication: Pig Headed (Stubborn
and Dense) (Common; Moderate)
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Dualla PackageCost Abilities
2 +2 EGO
2 +2 INT
3 Acting 11-
3 Analyze: [Player Choice] 11-
3 Conversation 11-
3 Deduction 11-
5 Compelling Argument [Dualla]: Mind Control 2d6,
Constant (+1/2), Cumulative (48 points; +1) (25 Active Points);Incantations (Requires Incantations Throughout; Complex; -1),
Increased Endurance Cost (x2 END; -1/2), Only to Alter an
Opinion (-1/2), No Range (-1/2), Target must be able to hear and
understand the argument (-1/2), Requires A Roll (INT roll; -1/2)
10END
8 Inner Twin Revelation: Shape Shift (Sight, Hearing,
Smell/Taste and Touch Groups), Makeover (25 Active Points);
Only to Change to Twin (The form of the Twin is dened at
character creation, and cannot be changed thereafter; -1), Affects
Body Only (-1/2), Requires A Roll (13- roll; Must be made with
each use; -1/2) 5END
2 Subconcious Awareness: Lightning Reexes (+4 DEX
to act rst with Air Magic)
7 Unpredicatable Opponent: +2 OCV (10 Active Points);
Only for deections, reections, and similar non-traditional
methods (-1/2)
Complications
10 Psychological Complication: Difculty with making
decisions in high pressure situations (Uncommon; Strong)
10 Social Complication: Irritating and Irritable Frequently,
Minor
Aegia PackageCost Abilties
5 +1 OCV
2 +2 CON
2 +2 EGO
2 +2 INT2 Swimming +4m (4m/8m total)
3 Analyze: Emotions 11-
3 Charm 11-
3 Conversation 11-
11 Ears of the Wolf: Active Sonar (Hearing Group),
Discriminatory, Increased Arc Of Perception (360 Degrees) (25
Active Points); Costs Endurance (-1/2), Concentration, Must
Concentrate throughout use of Constant Power (1/2 DCV; -1/2),
Restrainable (Only by means other than Grabs and Entangles; a
eld of absolute silence, or a Hearing Flash; -1/4) [Notes: GM
Note: While built as Sonar, the power is a special effect, allow-
ing the Aegian to replace use their augmented sense of hearing
to greater efciency.] 5END14 Last Stand: (Total: 30 Active Cost, 14 Real Cost)
Energy Damage Reduction, Resistant, 25% (15 Active Points);
Costs Endurance (-1/2), Only to Defend the Defenseless (-1/2),
Physical Manifestation (-1/4) (Real Cost: 7) plus Physical
Damage Reduction, Resistant, 25% (15 Active Points); Costs
Endurance (-1/2), Only to Defend the Defensless (-1/2), Physi-
cal Manifestation (-1/4) (Real Cost: 7) [Notes: The bearer takes
on the aspect of an Aigulf (if human) or a more ferocious ver-
sion of itself (if an Aigulf). This image can be attacked inde-
pendently to break down Last Stand.] 6END
7 Trained Herbalist: Healing BODY 2d6, Decreased
Re-use Duration (6 Hours; +1/4), Reduced Endurance (0 END;
+1/2) (35 Active Points); Extra Time (5 Minutes, Character
May Take No Other Actions, -2 1/4), OIF (Healing Herbs of
Opportunity; -1/2), Only to Heal Others (-1/2), Requires A Roll
(Skill roll; Herbalism; -1/2) [Notes: Aegians are well known
healers; even if they are lacking the appropriate spells, many
employ this skill to help keep their compatriots in one piece.]
Complications
10 Psychological Complication: Short Tempered (Un-
common; Strong)
10 Social Complication: Naturally Guarded Frequently,
Minor
Panthier PackageCost Abilities
2 +2 STR
5 +5 PRE
3 +1 with [a small group of attacks]3 Analyze: Style 11-
3 Breakfall 11-
3 Gambling [Player’s Choice of Game] 11-
2 KS: Current Events 11-
Optional Talents
13 Fiery Fangs: Killing Attack - Ranged 1d6, +1 Increased
STUN Multiplier (+1/4), Penetrating (+1/2) (26 Active Points);
No Range (-1/2), Increased Endurance Cost (x2 END; -1/2)
10END
7 Piercing Eyes: Naked Advantage: Armor Piercing
(+1/4) for up to 60 Active Points (15 Active Points); Requires
A Roll (EGO roll; -1/2), Concentration (1/2 DCV; -1/4), Extra
Time (Delayed Phase, -1/4) 3END
8 Thrill of the Hunt: Boost SPD 4d6, Side Effects, Side
Effect occurs automatically whenever Power is used (Side Effect
does a predened amount of damage, Side Effect occurs when
character stops using power; 4d6 damage to both END & STUN
at the end of the effect; +0) (24 Active Points); Only to Aid Self
(-1), Requires A Roll (DEX roll; -1/2), Costs Endurance (to
maintain; -1/2) [Notes: 6e: Minor improvement in functional-
ity due to lowered cost of Aid, however, the point values are
intended to provide one point “automatically,” and two points
given enough time or effort.] 5END
Complications
5 Distinctive Features: Blazing Red Hair And Brilliant
Green Eyes (Easily Concealed; Noticed and Recognizable; De-
tectable By Commonly-Used Senses)
5 Rivalry: Professional and Romantic (; Rival is Less
Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival
Aware of Rivalry)
10 Social Complication: Hogs the Limelight Frequently,
Minor
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Estheria PackageCost Ability
1 +1 EGO
4 +4 INT
3 Analyze: [Player’s Choice] 11-
3 Charm 11-
3 Deduction 11-
2 KS: [Player’s Choice] 11-
2 PS: Research 11-
3 Persuasion 11-6 +2/+2d6 Striking Appearance (vs. all characters) [Notes:
6e: This replaces the Estheria’s original Comliness bonus.]
Optional Abilities
6 Earth Seer [Estheria]: Retrocognitive Clairsentience
(Hearing Group) (40 Active Points); Extra Time (1 Minute,
Character May Take No Other Actions, -1 3/4), Concentration,
Must Concentrate throughout use of Constant Power (1/2 DCV;
Character is totally unaware of nearby events; -1), Retrocogni-
tion Only (-1), Blackout (-1/2), No Range (-1/2), Requires A Roll
(Perception (PER) roll; -1/2) 8END
8 Ensnarement of Horns [Estheria]: Entangle 3d6, 3 PD/3
ED (30 Active Points); Set Effect (Hands & Weapons Only) (-1),
No Range (-1/2), Required Hands Two-Handed (-1/2), Requires
A Roll (Strength [STR] roll; -1/2) [Notes: This ability allows the
Estherian to lock up their opponent, severely limiting their attack
options; this is primarily used to defuse conict. There are many
casters, especially the Duallans, who prefer to use this to hold
down their target while their Twin strikes.] 6END
10 Guard of Horns: Deection (20 Active Points); OnlyWorks Against Uncommon attack (Arrows, Slings, and similar;
-3/4), Concentration (1/2 DCV; -1/4) 4END
Complications
10 Psychological Complication: In The Box Thinker (Will
stay the course, only veering if there are no other options) (Un-
common; Strong)
10 Social Complication: Critical and Condescending Fre-
quently, Minor
Cala PackageCost Ability
2 +2 EGO
2 +2 INT
3 Acrobatics 11-
3 Breakfall 11-
3 Contortionist 11-
3 Defense Maneuver I
3 Sleight Of Hand 11-
Optional Abilities
12 Eyes of the Sky [Cala]: +4 with Shadowing
9 Thoughts of the Watchful [Cala]: Telepathy 6d6 (Animal
class of minds) (30 Active Points); Stops Working If Mentalist
Is Stunned (-1/2), Receive Only (-1/2), Limited Class Of Minds
Avians Only (-1/2), Costs END To Maintain (Full END Cost;
-1/2), Subject To Range Modier (-1/4) 6END
1 Redistribution of Wealth [Cala]: Teleportation 2m (2
Active Points); Only Small or Easily Concealed Objects (-1),
Can Only Teleport To Fixed Locations (Another concealed place
on your person (a pocket, or the like); -1), Requires A Roll (DEX
roll; -1/2), Restrainable (Requires at least one free hand; -1/2),
Must Pass Through Intervening Space (-1/4) [Notes: This effect
does not render an object insubstantial, but behaves as a complex
special effect; so long as the caster would normally be able to
reach/touch an object, Redistribution of Wealth lets them move it
nearly instantly from the target to themselves.] 1END
Complications
10 Psychological Complication: Supercial and Materialis-
tic (Common; Moderate)
10 Social Complication: Easily Offended Frequently, Mi-
nor
Sevda PackageCost Ability
2 +2 CON
2 +2 ED
2 +2 EGO
2 +2 PD
3 Bribery 11-
3 Concealment 11-
2 PS: Poisoning 11-
3 +1/+1d6 Striking Appearance (vs. all characters)
Optional Abilities
18 Lover’s Embrace [Sevda]: Entangle 3d6, 3 PD/3 ED,
Entangle And Character Both Take Damage (+1/4) (37 Active
Points); Does Not Prevent The Use Of Accessible Foci (-1)
7END
16 Natural Killer [Sevda]: +2 with HTH Combat
45 Withering Kiss [Sevda]: Drain CON 3d6, Delayed
Effect (+1/4), Delayed Return Rate (points return at the rate of
5 per Minute; +1) (67 Active Points); OIF (Poisonous Herbs &Elements of Opportunity; -1/2) 13END
Complications
10 Psychological Complication: Vengeful (Uncommon;
Strong)
10 Social Complication: Spiteful and Harsh Frequently,
Minor
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Kaindan PackageCost Ability
5 +2 OCV (10 Active Points); Only With Bows (-1)
5 +1 OCV
3 Analyze: Motive 11-
3 Concealment 11-
3 Fast Draw (Arrows and Bolts) 11-
3 Stealth 11-
Optional Abilities13 Hunter’s Mark: Detect A Single Thing 11- (Unusual
Group), Discriminatory, Increased Arc Of Perception (360 De-
grees), Sense, Tracking (20 Active Points); OIF (Either having
had direct, extended contact with the individual, or are speci-
cally carrying an object of theirs; -1/2) [Notes: Hunter’s Mark
allows the Kaindan to track a single, specic target (chosen spe-
cically at the use of the ability). Many Kaindan use this power
to settle old debts, or as bounty hunters. By either having come
in contact with the target, or a piece of the target’s belongings,
the Kaindan can begin the process of tracking them down; for
weaker Kaindan, the range isn’t great, but allows them to pick
the target from a crowd, while the more experienced Hunters can
track someone across half a Duchy, or further.]
22 Expert Takedown [Kaindan]: Drain Running 3d6, De-
layed Return Rate (points return at the rate of 5 per Minute; +1)
(60 Active Points); PD Applies (-1), OIF (Ranged Weapons of
Opportunity; -1/2), Concentration (1/2 DCV; -1/4) [Notes: 6e: An
overall minor increase in Real Cost, but there are multiple adjust-
ments in 6th that change the core values and removed multiple
limitations.] 125 3) It’s My Turn to Talk [Kaindan]: Darkness to Speech
Group 2m radius, Selective Target (+1/4) (7 Active Points); OIF
(Ranged Weapon of Opportunity; -1/2) 1END
Complications
10 Social Complication: Talks First, Thinks Later Frequent-
ly, Minor
10 Psychological Complication: Too Independent For Their
Own Good (Common; Moderate)
Ohanzet Package
Cost Ability2 +2 STR
3 +3 PRE
3 Bureaucratics 11-
3 Climbing 11-
2 PS: Instructor 11-
2 PS: Research 11-
2 PS: [Player’s Choice] 11-
Optional Abilities
9 Bend the Fourth Line: Minor Transform 8d6 (Immedi-
ately Broken Object into Unbroken Object, Rebreaking the Ob-
ject) (40 Active Points); Only to Immediately Rewind Time (-1),
Window of Opportunity (Roughly one minute; -1), One Attempt
Only (The caster can only reverse time on a given object once
per instance it’s broken; -1/2), All Or Nothing (-1/2), No Range
(-1/2) [Notes: 6e: As this is still a Minor effect, the total number
of dice has been doubled to be compliant with that mechanic and
still fall on the original cost line.] 8END
20 Ravages of Time: Dispel Manmade objects, includ-ing clothing, weapons, armor, etc. 10d6 (30 Active Points); No
Range (-1/2) 6END
7 Time’s Twisting Blade: Killing Attack - Ranged 2d6 (30
Active Points); Conditional Power Power does not work in Very
Common Circumstances (Only a single target, against whom the
Ohanzet has sworn vengeance; -1), OIF (Weapon of Opportunity;
-1/2), No Strength Bonus (-1/2), Increased Endurance Cost (x2
END; -1/2), Limited Power Declaration of Intent (The Ohanzet
must have Cause before invoking Time’s Twisting Blade, see
text.; -1/2) [Notes: The Ohanzet can make a declaration of per-
sonal vengeance against a single individual -- when he does so,
this ability can be invoked, giving them a tremendous edge when
exacting it.] 12END
Complications
5 Negative Reputation: Cold Hearted, Infrequently
15 Psychological Complication: Stubborn and Belligerent
(Common; Strong)
Haislin PackageCost Ability
2 +10 END
2 +2 STR
3 +3 EGO
3 Contortionist 11-
3 Disguise 11-
3 Oratory 11-
Optional Abilities
11 Bringing the Fight Full Circle: Entangle 1d6, 1 PD/1
ED, Alternate Combat Value (uses OCV against DMCV; +1/4),
Attack Versus Alternate Defense (Mental Defense; +1) (22 Ac-
tive Points); No Range (-1/2), Incantations (-1/4), Concentration
(1/2 DCV; -1/4) [Notes: 6e: Broad changes to the operation of
Entangle and BOECV from 5th to 6th signicantly raise the cost,
however, this is the canonical version for 6th Edition. Cost was
not a primary issue for the creation of the talents in terms of
Real Cost, only Active Cost.] 4END
15 Life on the Wheel: Luck 3d6, Side Effects, Side Effect
occurs automatically whenever Power is used (Side Effect al-
ways occurs whenever the character does some specic act, Side
Effect does a predened amount of damage, Side Effect only af -
fects the recipient of the benets of the Power; 3d6 Unluck; +0)
5 Rebinding the Body to the Wheel: Healing BODY 2d6(20 Active Points); Extra Time (1 Minute, Character May Take
No Other Actions, -1 3/4), Requires A Roll (Chirurgery roll;
-1/2), Only to Heal Others (-1/2), Does Not Work On Some
Damage ([Rare attack]; Earth Damage; -1/4), Requires Light to
use (-1/4) 4END
Complications
10 Social Complication: Standofsh and Aloof Frequently,
Minor
10 Social Complication: Unnecessarily Contrary Frequent-
ly, Minor
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The Wizards
We have learned that many people did not realize that anyone
can acquire one of the Seal packages regardless of whether or
not they are playing an Atharian mage. In other words having
a Seal is a requirement for being an Atharian, but being an
Atharian is not a requirement for having a Seal. Naturally a
Seal must be bought at Character Creation and not during game play.
Veritais PackageCost Ability
2 +2 BODY
2 +2 INT
2 Swimming +4m
3 Analyze: Emotions 11-
3 Deduction 11-
3 Forgery [Player’s Choice] 11-
6 +2 PER with all Sense Groups
Optional Abilities
11 Light of Revelation: Mental Defense (20 points total)
(20 Active Points); Only Works Against Uncommon attack (Men-
tal Images, Illusions and other forms of Deception; -3/4)
27 Sense of Falsehood: Detect A Class Of Things; the Veri-
tais has a persistent sense of truth, and while he cannot pinpoint a
lie directly, he can gauge the likelihood that people will lie under
given circumstances 13-/11- (Unusual Group), Discriminatory,
Increased Arc Of Perception (360 Degrees), Sense, Tracking,
Inherent (+1/4) (27 Active Points)
21 The Unerring Truth: +4 with HTH Combat (32 Active
Points); Only a target of which the truth is known (-1/2)
Complications
10 Psychological Complication: Irrational Reactions to
Vexing Situations (Common; Moderate)
10 Psychological Complication: Play Before Work (Com-
mon; Moderate)
Academy Wizard PackageCost Ability
2 +10 END
2 +2 INT
2 +2 PRE
2 +2 REC
3 +3 ED
3 Analyze: Magic 11-
3 Atharia Power Skill
0 1) Air: Power 11-
0 2) Earth: Power 11-
0 3) Fire: Power 11-
0 4) Water: Power 11-
3 Bureaucratics 11-
16 Choose 8 of the Following Skills: KS: Alchemy 11-,KS: Artifact Lore 11-, KS: Atharian Magic Styles 11-, KS:
Circle Lore 11-, KS: Faerie Lore 11-, KS: Prominent Wizards
and Magician Guilds 11-, KS: Royal Academy Doctrines 11-,
KS: Spellcraft and Magical Lore 11-, KS: Spirit Lore 11-, KS:
Symbol Lore 11-, KS: Ward Lore 11-
3 Inventor 11-
3 Language: Bluetongue (uent conversation; literate)
1 Literacy with native Language
2 PS: Instructor 11-
3 Scholar
3 Academy Trainer/Mentor: Contact (Contact has access
to major institutions, Contact has useful Skills or resources) 8-
3 Kingdom Approved Caster: Fringe Benet (Royal
Academy Wizard)
1 Reputation: Graduate of the Royal Academy (A small tomedium sized group) 8-, +1/+1d6
33 Atharian Power Pool: Variable Power Pool (Magic
Pool), 30 base + 30 control cost, (45 Active Points); Limited
Power Only Spells Known (-1/2), All Slots Cost Endurance
(-1/2), Requires an Atharian Roll (-1/2), Spell (-1/2), VPP Pow-
ers Can Be Changes Only In Given Circumstances (Powers can
only be changed with time and between scenes; -1/2), Requires
Grimoire to Change Spells (-1/2), Only Spells Known (-1/2),
Concentration (1/2 DCV; -1/4)
Complications
10 Hunted: Academy of Matriculation Infrequently (Mo
Pow; NCI; Watching)
5 Social Complication: Duty to Royal Academy Infre-
quently, Minor
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General Talents for Atharian WizardsAtharian General Talents
Erudite Initiate: +3 with PS: Research (4 Active Points); Only
for studying spells within the Four Seals of Erudition (-1/2)
[Notes: All of the masters of the Seals of Erudition were once
Initiates; those who choose this path of study have a series of
strenuous expectations placed upon them, but the beginning
of the road grants a deeper knowledge of the four Seals, and
not just the ‘how’ of their magic, but the ‘why.’ With that, the
ability to learn those spells improves dramatically.]
(Cost: 3 points)
Erudite Journeyman: +2 with PS: Research, Must be an Eru-
dite Initiate (+0) (2 Active Points); Only for studying spells
within the Four Seals of Erudition (-1/2), Only for studying
spells from your element (-1/2) [Notes: Expansion of knowl-
edge of the Seals of Erudition opens new mental pahtways; it
enables the Initiate to widen their area of expertise, bridging
from their current path of study and becoming more procient
in their own element, as the result of understanding through
the Seals of Erudition how the other pieces cooperate.]
(Cost: 1 point)
Erudite Combatant: +2 with Magic Combat (a small group
of attacks) (6 Active Points); Only for using spells from the
Four Seals of Erudition (-3/4), Must be an Erudite Journey-
man (-1/2) [Notes: Most Erudite Combatants will tell you that
they began on this path to acheive this single goal; to become
Erudite Combatants, and in some cases, Erudite Masters,
although not all Masters are Combatants. While most who
select this road come from one of those Seals, not all do, and
they nd the additional skill with Erudite Magic to give thema surprising, and often unexpected edge.] (Cost: 3 points)
Fire Starter: +2 with Fire Magic [Notes: The caster has a
powerful connection to Fire magic, giving them a signicant
edge in combat when using it, as they can strike more often,
deal more damage, and defend against it more easily than
their peers. 6e: Adjusted from a Limited Power on a large
group to a small dened group, with no change in cost, but
simplifying the bookkeeping.] (Cost: 6 points)
Hedge Wizard PackageCost Ability
2 +10 END
2 +2 CON
2 +2 ED
2 +2 INT
2 +2 PD
2 +2 REC
2 +2 STR
3 Analyze: Atharian Seal 11-3 Atharia Power Skill
0 1) Air: Power 11-
0 2) Earth: Power 11-
0 3) Fire: Power 11-
0 4) Water: Power 11-
2 Concealment 11- (3 Active Points); Only to Conceal
Casting Ability (-1/2) [Notes: Hedge Wizards are not authorized
to practice magic; as such, they have developed multiple ways
to avoid detection. Among them is their ability to conceal their
casting. When using this skill in combination with a spell, the
caster declares their intent to hide their casting, then makes a
Concealment Roll modied by the Active Points of the spell. If
they succeed, it adds to the total difculty of any Analyze skills
used against them, and if the Analyze fails, then the individual at-
tempting the analysis cannot immediately determine that the user
has performed any magic at all. As always, common & dramatic
sense apply (no one would confuse a blatant attack power as not
having come from its source, but more subtle abilities can be hid-
den with some effort).]
2 CuK: [Region] Legends and Lore 11-
3 Jack of All Trades
1 1) PS: Alchemist (2 Active Points) 11-
1 2) PS: Instructor (2 Active Points) 11-
1 3) PS: [Choice] (2 Active Points) 11-
3 Scholar 1 1) KS: Alchemy (2 Active Points) 11-
1 2) KS: Herbalism (2 Active Points) 11-
1 3) KS: [Region] Florda and Fauna (2 Active Points)
11-
3 Favor [Notes: Hedge Wizards don’t often work for
money; very often, they barter their services for promises of
future assistance. Even during their development, their skills are
well prized. This Perk represents those things the Hedge Wizard
has done in the past that endeared him to those who could be in a
position to assist him now.
Note: The GM is encouraged to continue this tradition throughrole-playing; the Atharian Hedge Wizard should not necessarily
spend XP to earn additional favors, anymore than they would
spend XP on basic equipment. Types of favors often include
minor inconveniences or intangibles; room and board for a brief
period, or a safe place to stay. A small portion of a material
component that another person may have an abundant supply of,
and so on.]
1 Apprenticed Hedge Wizard: Positive Reputation
(Among other Hedge Wizards in the area, and possibly beyond (a
small to medium sized group)) 8-, +1/+1d6
5 Hedge Wizard Master Trainer: Contact (Contact has
signicant Contacts of his own, Contact has very useful Skills or
resources) 11-
33 Atharian Power Pool: Variable Power Pool (Magic
Pool), 30 base + 30 control cost, (45 Active Points); Only Spells
Known (-1/2), Requires Grimoire to Change Spells (-1/2), VPP
Powers Can Be Changes Only In Given Circumstances (Powers
can only be changed with time and between scenes; -1/2), Spell
(-1/2), Requires an Atharian Roll (-1/2), All Slots Cost Endur-
ance (-1/2), Limited Power Only Spells Known (-1/2), Concen-
tration (1/2 DCV; -1/4)
Complications
15 Hunted: Royal Academy of Wizardry Infrequently (Mo
Pow; NCI; Limited Geographical Area; Harshly Punish)
10 Social Complication: Illegally Practicing Atharian
Caster Frequently, Major, Not Limiting In Some Cultures
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Erudite Mastery: (Total: 23 Active Cost, 10 Real Cost) +3
with a large group of attacks (15 Active Points); Only With
Erudite Magic (-3/4), Must Be An Erudite Journeyman (-1/2)
(Real Cost: 7) plus +3 with Atharian Magic (8 Active Points);
Only With Erudite Magic (-3/4), Must Be An Erudite Jour-
neyman (-1/2) (Real Cost: 3) [Notes: With complete Mastery
of the Erudite path comes a well rounded caster. Capable of
deep & complex research, reliable prociency, and power -
ful spells, the Erudite Master warrants respect from anyone,
regardless of their path, or their views of this research road. More experienced casters, and other high ranking ofcials
within the Academy, and some Hedge Magicians, believe that
other paths await rediscovery.] (Cost: 10 points)
Rain Maker: +2 with Water Magic [Notes: The caster has a
powerful connection to Water magic, giving them a signicant
edge in combat when using it, as they can strike more often,
deal more damage, and defend against it more easily than
their peers. 6e: Adjusted from a Limited Power on a large
group to a small dened group, with no change in cost, but
simplifying the bookkeeping.] (Cost: 6 points)
Earthen Drummer: +2 with Earth Magic [Notes: The caster
has a powerful connection to Earth magic, giving them a sig-nicant edge in combat when using it, as they can strike more
often, deal more damage, and defend against it more easily
than their peers. 6e: Adjusted from a Limited Power on a
large group to a small dened group, with no change in cost,
but simplifying the bookkeeping.] (Cost: 6 points)
Storm Harnesser: +2 with Air Magic [Notes: The caster has
a powerful connection to Air magic, giving them a signicant
edge in combat when using it, as they can strike more often,
deal more damage, and defend against it more easily than
their peers. 6e: Adjusted from a Limited Power on a large
group to a small dened group, with no change in cost, but
simplifying the bookkeeping.] (Cost: 6 points)
Gender Bias: Chauvanist: +2 with Male Cast Atharian
Magic, Side Effects, Side Effect occurs automatically when-
ever Power is used (Side Effect always occurs whenever the
character does some specic act, Side Effect does a pre-
dened amount of damage; -2 to any skill roll with Female
Cast magic; +0) (4 Active Points); Only for Male Cast Magic
(-1/2) [Notes: A division among the Seals exists; six of the
Seals represent masculine energy, and six, feminine energy.
Long debates exist as to what precisely the division imples,
but no certainty exists to the deeper meaning. It is known that
some casters show an inherent proclivity towards one over
another. A caster with this talent demonstrates a natural bent
towards masculine magic, although their ability to use femi-
nine magic suffers because of it.] (Cost: 3 points)
Gender Bias: Feminist: +2 with Female Cast Atharian Magic,
Side Effects, Side Effect occurs automatically whenever
Power is used (Side Effect always occurs whenever the char-
acter does some specic act, Side Effect does a predened
amount of damage; -2 to any skill roll with Male Cast magic;
+0) (4 Active Points); Only for Male Cast Magic (-1/2)
[Notes: A division among the Seals exists; six of the Seals
represent masculine energy, and six, feminine energy. Long
debates exist as to what precisely the division imples, but no
certainty exists to the deeper meaning. It is known that some
casters show an inherent proclivity towards one over another.
A caster with this talent demonstrates a natural bent towards
feminine magic, although their ability to use masculine magic
suffers because of it.] (Cost: 3 points)
Elementalist: Burning Passion: +2 with Fire Element Athar-
ian Magic, Side Effects, Side Effect occurs automatically
whenever Power is used (Side Effect always occurs when-
ever the character does some specic act, Side Effect does
a predened amount of damage; -2 to any skill roll with Air Element magic; +0) (4 Active Points); Only for Fire Element
magic (-1/2) [Notes: The signs exist in a well dened balance;
however, not all casters show the same clear-cut balance
themselves. Many, in fact, nd that they have a stronger afn-
ity towards one magic over another. In some cases, for a dif-
ferent element than the one they were born into entirely. With
this talent, the caster gains a stronger afnity towards Fire
magic, but in turn loses some skill with Air magic.]
(Cost: 3 points)
Elementalist: Grounded Mind: +2 with Earth Element Athar-
ian Magic, Side Effects, Side Effect occurs automatically
whenever Power is used (Side Effect always occurs when-ever the character does some specic act, Side Effect does a
predened amount of damage; -2 to any skill roll with Water
Element magic; +0) (4 Active Points); Only for Earth Element
magic (-1/2) [Notes: The signs exist in a well dened balance;
however, not all casters show the same clear-cut balance
themselves. Many, in fact, nd that they have a stronger afn-
ity towards one magic over another. In some cases, for a dif-
ferent element than the one they were born into entirely. With
this talent, the caster gains a stronger afnity towards Earth
magic, but in turn loses some skill with Water magic.]
(Cost: 3 points)
Elementalist: Wind Swept Heart: +2 with Air Element Athar-ian Magic, Side Effects, Side Effect occurs automatically
whenever Power is used (Side Effect always occurs when-
ever the character does some specic act, Side Effect does a
predened amount of damage; -2 to any skill roll with Fire
Element magic; +0) (4 Active Points); Only for Air Element
magic (-1/2) [Notes: The signs exist in a well dened balance;
however, not all casters show the same clear-cut balance
themselves. Many, in fact, nd that they have a stronger af -
nity towards one magic over another. In some cases, for a
different element than the one they were born into entirely.
With this talent, the caster gains a stronger afnity towards
Air magic, but in turn loses some skill with Fire magic.]
(Cost: 3 points)
Elementalist: Liquid Soul: +2 with Water Element