Champions – Soul Mirror

Falling.

High “above” the shattered constructs of thought and magic boiled away into the void of the deep astral, between the realms of dreams and imagination, the broken remains of psychic shields and weapons were returning to the swirling mists of potentiality from which they had been drawn.

Falling.

Guardian and Destroyer, Deva and Asura, ancient enemies – and once again, far too evenly matched. Wounded and depleted, immortal, yet with little power remaining.

Falling.

Wounded and depleted. No longer having the power to sustain themselves in the higher realms. Cloudy dreams, mathematical constructs, heavens and hells, tales and legends, whirling past like dry leaves in a burning whirlwind, some smoldering and near-forgotten, others blazing bright.

None solid enough.

Far below… the worlds of matter. The realms of souls incarnate. Where even weak and injured spirit-beings might find a host, a soul to infuse with their remaining power – and to rest and heal with throughout a mortal lifetime.

A myriad sparks burned, calling.

FALLEN.

—————————————————————————————

And, for just a moment, a spark of holy fire burned within a child’s eyes, briefly eclipsing the antics of the Coyote and the Roadrunner.

But Dyhana’s mother, who could find no cause and nothing wrong when she came to check on her daughter, dismissed the sudden flash of light as a bit of lightning, or electrical surge, or some headlights shining in the window. It was nothing to worry about.

But deep within, there burned a new awareness of higher realms.

—————————————————————————————

She knew that her parents and siblings had their rough edges early on – but she gently made them aware of their faults, and guided them. Everyone mixed the Light and the Darkness – and that was the way that it should be here, in Malchut-Assiah – but the Light was to be fed, and strengthened, and the Darkness restrained.

Most people were lost in denial, in unawareness of their inward selves – focused almost entirely on the physical world, rather than on the spirit.

And she knew that she should have patience – but that could be ABSOLUTELY INFURIATING! So many people were shallow-self-centered, and believed whatever was easiest most convenient for them! Such a PAIN!

—————————————————————————————

Dhyana’s powers are straightforward – at least according to Hindu mysticism; she can see the state of your soul, determine it’s attachments and drives – and share a part of that insight. Those she focuses upon with unshielded minds will find themselves drained of their will to resist and open to her mental influence.

Other than that… she’s accepted a few rewards for assisting the authorities with her special senses (useful even if she does insist on being anonymous about it), had them put on “pay to bearer” pre-paid credit cards, and has purchased a padded kevlar suit. If she’s going to get out in harms way, something tells her that getting physically hurt is VERY dangerous.

Whether or not Dhyana – or “Soul Mirror” – hosts a Deva who guides or an Asura who forces… is yet to be discovered.

Soul Mirror

Value Characteristic Points
8 STR -2
15 DEX 15
18 CON 16
10 BODY 0
10 INT 0
18 EGO 16
15 PRE 5
12 COM 1
2/10 PD 0
4/12 ED 0
4 SPD 15
6 REC 0
18 END -9
23 STUN 0
Total 57

 

Points Powers END
13 Mirror Of The Soul (40-pt reserve); Activation: 14-, -½; Side Effects (Finding out something that you would REALLY rather not know): 30/Half, -½; Generic Limitation (Only mental Detections versus only one target at a time. ): -1
u-1 Detect Personality Flaws (+5 to PER); Usable Against Others: ×1 mass, 1; Ranged: +½; Time Required: Instant, +2
u-1 Detect Ignorance and Poor Logic (+5 to PER); Usable Against Others: ×1 mass, 1; Ranged: +½; Time Required: Instant, +2
u-1 Detect Likely Fate if you continue your current course (+5 to PER); Usable Against Others: ×1 mass, 1; Ranged: +½; Time Required: Instant, +2
u-1 Detect what explanation or password someone will find acceptable (+15 to PER); Active Points: 40; Time Required: Instant, +2; Range: Ranged, +5
u-1 Detect what a person is trying to hide from you (+15 to PER); Active Points: 40; Time Required: Instant, +2; Range: Ranged, +5
u-1 Detect motivations and aspirations (+15 to PER); Active Points: 40; Time Required: Instant, +2; Range: Ranged, +5
u-1 Detect fetishes, fantasies, and what they will find arousing. (+15 to PER); Active Points: 40; Time Required: Instant, +2; Range: Ranged, +5
24 1d6 Soul-Stunning Gaze: Drain (Ego) (Return/hour); Range: 300; Autofire: 10 shots, ¾; Based on EGO Combat Value: vs. ECV, +1; Ranged: +½; Reduced END: Zero, +1; Affects: Single Power, +0; Champions Advantage (Ego Effect that does “Body”): +1; Extra Time: full phase, -½; Concentrate: 0 DCV, -½; Generic Limitation (Ego is reduced only versus the effects of her multipower): -¼; Variable Limitations: -½, -¼ 0
19 Soul Stunning Gaze Side Effects Multipower (52-pt reserve); Linked (To Ego Drain): -½; Extra Time: full phase, -½; Concentrate: 0 DCV, -½; Variable Limitations: -½, -¼
u-2 7d6 Mental Illusions; Reduced END: Zero, +½ 0
u-2 7d6 Mind Control; Communication: Verbal, +0; Reduced END: Zero 0
u-2 7d6 Telepathy; Reduced END: Zero, +½ 0
u-2 1d6 Transform / Mental Editing (Major, Limited Class); Range: 245; Based on EGO Combat Value: vs. ECV, +1; Reduced END: Zero, +½; Cumulative: +½ 0
u-2 2d6 Mental Paralysis Entangle (DEF 2); Range: 250; Based on EGO Combat Value: vs. ECV, +1; Reduced END: Zero, +½ 0
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
79 Total Powers  

 

Points Skills, Talents, Perks Roll
24 +12 level w/Soul Draining Gaze
24 Total Skills, Talents, Perks  

 

Cost Equipment
15 Protective Costume; OIF (Costume): -½
(8) +8 ED
(8) +8 PD
(6) Damage Resistance (6 PD/6 ED)
3 Money (Well Off); OIF (Prepaid “bearer” Credit Card): -½
18 Total Equipment

 

100+ Disadvantages
20 Normal Characteristic Maxima
10 Underage (Frequently, Slightly)
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
20 Code Against Killing (Common, Total)
20 SERIOUSLY disappointed in most people (Very Common, Strong)
10 Withdrawn (Uncommon, Strong)
15 Secret Identity (Dhyana Joshi)
15 Susceptibility: Using her powers on demons and similar creatures of incarnate evil; (2d6 STUN/Turn); Condition: Uncommon, +5
120 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
57 + 103 = 160 220 = 120 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 6 0 10/6 12/6 3, 6, 9, 12

Female, 92 Lbs, 5’0, of Indian extraction.

 

Soul Mirror’s powers are not really a good set for a hero. Her major attacks are pretty much all-or-nothing; if she targets a low-ego character with no mental defenses… she can almost certainly drain his or her Ego down to zero for the next hour, leaving them totally unable to escape her mental paralysis. Worse, her talents can cause massive (and quite undefined in game terms) psychological disturbances, and can force the game master to come up with all kinds of personal information on minor NPC’s at the drop of a hat. I don’t mind that much – but it would be VERY well advised to check with your game master first and see if he or she is willing to put up with that before copying that little multipower.

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Federation-Apocalypse Session 63: Hidden Voyages

   The dinner with the Cardinals had some fairly intense undercurrents. After all, they pretty much considered Kevin a demon from the outer darkness – or at least a seriously misled young man who was recklessly using dark powers and was leading other youngsters into the same errors. He was semi-acceptable at best. The way he treated making dark pacts with people and binding youngsters souls as a simple business certainly didn’t help.

   Marty, of course, came apart as a ruthless amoral businessman; he might have morals beyond “don’t make people want to kill you”, but they could be pretty hard to spot.

   A’ikana – one of the Unified Church’s better field agents – was attending as well. The boy was well-shielded, but you could read a lot from body language. He was crabby, but obliging enough. A Lord of Darkness who was looking for… approval? Could that be an act, or was he spreading the darkness over multiple identities? It would account for the level of disassociation he showed between them.

   An unfallen Darkling. She would not have believed it possible, even for an Opener. Maybe there was some hope for this mission beyond simple monitoring after all. Perhaps this pair actually could be restrained, or even reformed.

   Meanwhile, Kevin was – in his pique and impulsive mischief-making – mostly telling stories over dinner about how his recruiting people had rescued them and saved all the people around them – or at least had kept his recruits alive, out of trouble, and had kept them from leaving mourning parents alive. They were probably expecting that anyway, so he might as well oblige. He filled in with occasional tales of really wild parties, wine, women, and song, just because the Cardinals were supposed to refrain from that sort of thing. That would teach them to consider him unethical!

   Well, OK, it wouldn’t – but at least it was a dig back at them for that “people could do worse than you if they really tried” implication, whether or not it had really been there.

   Marty mostly talked about how he helped the economy of he Manifold humming. He tried to avoid bringing the more extreme business practices of Battling Business World; he didn’t want to regale the Cardinals with tales of dismemberment and screaming!

   A’ikana disliked being judgmental – but the boy was apparently setting out to be a brat, and was taking pride in how naughty he was being – and Marty, who, as a father, really ought to know better, was doing absolutely nothing to stop him. Given her preference, she’d rather not be involved with either of them.

   Still, there was no profit in pointing that out, so she buried that reaction for the moment.

   Kevin, however, was quite sharp enough to note the slight trace of exasperation.

“Well, A’ikana is it? Don’t like wild parties? You don’t seem to be a Cardinal, do you represent another segment of the Universal Church?”

“Yeah, I was wondering what a Buddhist monk is doing here myself.”

“I was asked to be here. I’m not technically a monk, however”

“Why not?”

“For one thing, that’s not a gender-neutral term. Do you like the tea?”

“It’s good.”

“I usually prefer cola actually – but it’s not gender-neutral? Hey, what’s for dessert?”

   Kevin was – as usual – hungry. Marty guessed that THAT came of being stuck at fourteen years old (or whatever the Core equivalent was). HE was wondering when the beatdown was coming; they’d brought in a Buddhist, and all of those bastards were martial arts masters who went around kicking the hell out of people until they fled to Nirvana… Oh wait, this was Core; they might not even all know martial arts! Weird that; in the Battling Business World Orient EVERYONE in the east knew martial arts or was a ninja or something, and they all burst in to combat at the drop of a chopstick! Corporate raiding in Japan’s was no fun at all! They took their seppuku seriously over there! Half the time they’d set up cots in the attic or in hidden rooms, so that every time you killed them they were already in the building to seek revenge the next morning!

“For dessert tonight we have a fine selection of coffees from some of the exotic blends found out in the Manifold, and an ancient mayan recipe for sugary corn cakes covered in cinnamon and with whipped cream.”

“Great!”

“I agree, I need something for this wine hangover.”

“If you don’t have a formal title in the Church Ms A’ikana are you acting as a liaison with another group or something?”

“Right now I’m here to make sure you don’t smash anything too badly”

“Yes, we have had a great deal of success trying to recover cooking recipes that have gone extinct or out of style or were never discovered in Core. Although some of the recipes do require rather exotic ingredients, which – no doubt – will be a lucrative trade opportunity.

“I’d be glad to help you with that. This is some good wine.”

“Now, that is an area of research which ought to be a LOT of fun, and good for everyone. Want an aide or two to help with that when I can spare some? You need liaisons anyway.”

“Ah well thank you, it is a special blend, made from grapes grown in the vineyards of the Courst Estates. He is another Manifold trader.”

“I’d appreciate the help, Kevin.”

“Well, you’re more than welcome Marty!”

“Heh, thanks.”

“Now what sort of trading do you do? Do you find yourself in competition with that ATE bunch very much?”

“Oh, various things. Mostly I do tours and magic. (Marty provided quite a list of projects) Haven’t had much trouble with them yet. I’ve met their CEO once.”

Kevin chimed in – “Well, metals, supplies of all sorts, magic, creatures – all sorts of things. We don’t compete with ATE much; there are still lots of markets which haven’t even been touched!”

   He carefully DIDN’T mention the slave trade except under “creatures”, and screened that thought mentally – but he was quite sure that they knew about it anyway. It just wouldn’t help for either side to bring it up.

“Yeah, it’s the Manifold. New markets are being created every second out there.”

“Interesting”

(Another Cardinal): “I have heard that you were part of the fighting going on that Arcology world. Is this true?”

“Yes; we’ve been assisting in the defense there. The initial attackers turned out to be pawns from a planet that was nearly destroyed in the conflict previously, but they’ve been safely resettled with some other refugees from their world now.”

“How would you rate the defenders chance, if I might ask? Their situation seems rather precarious.”

“It was precarious when we left. They were fighting pretty hard, though.”

“Doing fairly well as last I heard; the initial assaults had been contained. I haven’t gotten any emergency reports from my agents there in the last couple of days, so that’s something.”

“Well if the defense infrastructure holds, and reinforcements from elsewhere can be brought in fast enough, that should put them in a good position to deal with the Horsemen when they finally make an appearance.”

   That got Kevin and Marty’s attention – and the mention of interdimensional warfare had already caught A’ikana’s. While her philosophy was pretty firm on stating that violence was not the answer, it was undeniable that something in her makeup – perhaps some legacy of her fathers – found that prospect exciting and saw it as a something to anticipate.

“I take it you have some indication that they will?”

“It seems to be the general pattern displayed thus far. If the attack on the Arcology world follows the pattern, the initial attacks will have been launched by proxies to destabilize the realm and disrupt the local organizations and defenses. Soon the powers of Plague and Famine will become clear if they haven’t begun working in the background already. War usually follows once several sections start falling. Death almost always ends up appearing at the finish, when the world ends.”

“Well, Plague and Famine can be countered to a considerable extent – although that may be difficult on an arcology-world. War and Death are harder…”

“This will be the first time though that a world under such an attack will be able to draw upon the resources of the Manifold though. So I am hopeful for a happier ending. Indeed, I think it took a talented group of people last time that were willing to trade their humanity for the power they needed to fight. Even then though, I believe they lost their lives in the battle and ended up destroying a good portion of their world.”

“I take it you are familiar with other worlds that have suffered this? Would you mind telling us which ones? There might be a pattern – and there are at least some survivors of Singular – and a few of the Praetorians: they were being used as pawns in the attack on the Linear Realms. .”

A’ikana hadn’t been briefed in the large-scale situation before. She was not happy at the news that people were conspiring to destroy worlds.

“Other places that have suffered attacks that we are aware of include The Crusade Kingdoms, the Great Lakes Trade Colonies, and Lloegyr. All are rather difficult to access at the moment for reasons we still do not understand. Most of the traffic we had has come via sea traders.”

   Well those were unfamiliar names. It would be revealing if they were populated with souls from some of the unaccounted-for major disasters.

   Marty saw a perfect opportunity to break out the werewolf-pirates and Blackbeard Limey.

   The Crusade Kingdoms had been a world where the Christian Crusaders managed to hold onto many territories in the Middle-East for far longer than history showed. The Byzantine Empire there – already troubled by regular Muslim insurrections – was caught between two powerful blocks of Roman Catholics beginning to fragment between those loyal to the Pope and the Knight Orders loyal to the Knight Commander of Jerusalem. The intrigues were more than murderous.

   The Great Lakes Trade Colonies were – or had been – another alternate-history realm, where the French had dominated contact with North America – and perhaps the entire New World – and had set up a trading empire and mixed with the Indians rather than pushing them out and settling the land. They had fairly strong shamanistic magic, decent firearms, and plenty of unexplored spaces.

   Lloegyr was a world where the Celtic Kingdoms of the British Isles had been romanized, and had successfully repulsed the Saxon invaders. There really wasn’t much else available on the place; it had been a near-forgotten backwater even before the barriers went up.

   That made Marty rather sad; it sounded like they’d all been interesting places. They probably weren’t totally gone: the Singularites had the power to tear their world to bits, but – lacking that technology and mass media – local belief would keep pockets that didn’t hear about the disasters intact for quite awhile. They’d still be worth investigating, and – at least in the Manifold – lost worlds were never entirely gone, but it would have been more fun to see them at their peak.

   It was sort of strange in a way; the ability to effectively fight back also decreased the likelihood of there being survivors.

“Now their may very well still be survivors, but getting their to mount rescues has proven difficult. Our Opener has not managed to establish a link, and the seas of the Manifold are notorious navigational issues.”

   Kevin had something to say about that.

“Well, for the seas, I know an expert – and two openers are always better than one. Witnesses may have valuable information in any case, and an effort to keep people away suggests that they might know something very important.”

“Quite true.”

“I think an expedition is in order; Captain Rata is VERY good at getting into anywhere with seacoasts.”

“A very handy trait to have, especially with these worlds. I must warn you though, that beyond these descriptions we just gave you, our knowledge is very much limited to nonexistent.”

“Think they could be much worse than that negative energy realm, Kevin?”

“Well, that’s half the fun of it! And I doubt they’d be any worse than basically hovering on the conceptual event horizon of a giant black hole. Come to think of it, I suspect that that galactic black hole may actually be a gateway to he negative energy realm. I bet that negative energy realms merge a lot; it comes of being featureless.”

“Quite possible, although trying to go the other way through such a gate is nigh-impossible I’ve heard.”

“It was pretty awkward to get out of there.”

“Ah, been there I take it?”

“Yes, unfortunately.”

“I trust it was an accident then?”

“Actually, it was part of our first mission together, wasn’t it?”

“Yes – although I suspect that the route was needlessly roundabout.”

“Fascinating, few ever get out of such realms.”

   The Cardinals were pretty much locked in a tie as to which realm to try first; they really didn’t have much to go on, so it came down to personal preferences. Marty kind of thought that the Crusade Kingdoms sounded interesting, Kevin was fine with that, and A’ikana preferred the Crusade Kingdoms or Lloegyr, so Crusade Kingdoms it was.

   Wait, how had A’ikana wound up voting with Kevin and Marty rather than as part of the Unified Church block? Yes, she was coming along as the Church observer and advisor, but… Wait again! How had that been arranged?

   Those blasted Cardinals were pretty good at being authorities and at quietly assuming that things would go as they wanted. They jumped right past the “agreement” stage and into “details” so smoothly that you had to be watching pretty closely to spot it. A good tactic if what you wanted was more or less reasonable anyway.

   Well, that left two major options – blasting a gateway through with raw power, or trying to be subtle and going by sea.

   In the interests of getting information, the vote – including A’ikana’s – went for subtlety. Marty was kind of disappointed by that; in his experience Buddhist Monks usually went in for flying jump kicks, chi blasts, and karate chops! “Subtle” was not usually a part of their vocabulary!

   OK, subtle would probably work better this time – and, at least by Battling Business World standards, Marty was trained for subtlety – but he always liked watching someone with a different style at work. Besides, everyone always misunderstood; after subtly accomplishing the mission, the random violence was for DESSERT!

   Kevin got in touch with Captain Rata. His having several Thralls in his crew made that pretty easy. They could use the ship Marty had acquired as well; two ships were better than one when you were in uncharted regions of the Manifold seas. There hadn’t been much time for repairs yet – but it wasn’t like Kadia was short of resources or workers, and it should be done shortly. Marty got in touch with his new crew… Whee! A trip on the high seas! Yarr!

   And they already had a Church liaison for the mission.

“A’ikana? Should I assign you an aide? They’re quite handy to have around.”

“An aide?”

Marty interjected; “Yeah, they cast magic, help protect you, get drinks… very useful.”

“I can do that myself. Thanks, though.”

“As you like: I still think it’s advisable to have someone to watch your back while you’re out in the Manifold.”

A’ikana raised an eyebrow skeptically at Kevin; “I’ll be with you folks, won’t I?”

“True, enough – but an aide wouldn’t be paying any attention to anyone else, and it’s not like they can be killed or anything.”

A’ikana didn’t quite smile; “You make a good argument. No however.”

“As you wish then: we’ll try to keep an eye out for you, but don’t blame me if something goes wrong!”

“Yeah, we’ll definitely help out.”

“Believe me, I won’t.”

   They didn’t have any other urgent business in Core, so it was off to Kadia – which was bustling at the moment; people coming and going, neodogs serving, and dragons wandering about, pretty much as they’d left it.

   A’ikana raised an eyebrow at Kadia too, and was not impressed; it was pretty blatantly a teenagers notion of paradise – malls, amusement parks, activities, and wildernesses – rather than a proper afterlife. Instead of contemplation of your physical life, meditation, and self-evaluation, they had Mecha Battle Arenas. Yes, they had martial arts training – but they focused on the Arts as combat techniques, not on their philosophies and meanings. Really, it was all quite boring – although she had to admit that her standards were a bit different from most people’s.

   For their part, Kevin and Marty were a bit startled at the dragons. They didn’t seem to be from the dragon-stables, they certainly weren’t Kevin’s parents, they didn’t seem to be Thralls who’d chosen Draconic ID’s, they hadn’t seen them around before (and they didn’t seem to be phantasms that had come with the realm), and Kadia was supposed to be limited-access (mostly by invitation) at the moment – although a quick check of the gate-records showed that this pair HAD come in by one of the usual gates.

   They seemed to be perusing the list of available services and arguing about what to do. Marty decided to be direct.

“Hey, who are you guys? I haven’t seen you around before.”

“Isn’t it obvious? We are visitors.”

“Now dear, be nice to the poor human.”

“I am being nice, I haven’t vaporized him yet. I haven’t vaporized anyone yet.”

“Dear we discussed this, no killing them in their realms. It is construed as bad manners.”

(The male grumbled) “Hello, we are here visiting and heard this was a nice place from a bunch of kids we ran across earlier.”

“Oh, okay. Yeah, you’ll like it here. It’s fun.”

“Well, Welcome to Kadia! We don’t have too many dragons here yet. Is there anything you’re needing and where are you from?”

“Oh at the moment we are just looking for a fun time and a chance to interact with humans more. Such unusual creatures you are. We are from Excession, a world rather unlike this.”

“What’s that place like?”

“A fairly young world, the mortal races haven’t arrived yet. We have gotten premonitions that the first elven and human settlers might be arriving, and so thought it a good idea to learn more about them so that we can try to shape the world accordingly. As the Draconic caretakers of the world, it is sort of our duty to make it hospitable. And we thought that the best way to learn what humans and elves need to thrive was to go visit among them and learn.”

“Only wise. Here’s probably one of the better places to do it. Or you could go to Faerun. They’ve got lots of elves there.”

“And a lot less reliance on technology, which will take awhile to build up. On the other hand, they tend to be fussier about dragons there: too many of them have been hostile or domineering. Anyway, it’s always nice to see visitors having an interesting time. “

“Yeah, they’ve got sun elves, moon elves, drow, and a lot of other kinds.”

“Interesting, so many varieties of humans and elves. Probably some issues with certain combinations too isn’t there?”

“I wouldn’t know.”

“Yes, there are quite a few varieties. I’m afraid the issues don’t come so much with types as with numbers: get too many humans in one place, and they tend to break up into hostile factions. I think it’s a leftover from the hunter-gatherer period: a tribe that got too big would overhunt the area and then starve. Ergo, the ones that split up when they were getting too large were the ones that left descendants.”

“Interesting, we definitely need to research this a bit then.”

   Well, they didn’t seem to be a problem – so Kevin left to check on his Parents while Marty went to check on the ship repairs and see how Limey was doing. They wanted the ship ready to go as soon as Captain Rata got back to them on a place to meet anyway.

   Kevin’s parents had had their quality time together, and were idly paying games with Eogam – who had apparently decided that this wasn’t so bad. Apparently, however, they were more than willing to take a fairly long vacation in Kadia; they were hardly short of time, it was a lot of fun, their work was being covered – and being a dragon for a few months was being interesting. They were even beginning to take having servants on call as entirely natural.

   They hadn’t ever established an Identity before, much less a powerful nonhuman one. They were pretty deeply into it.

   Well, that should make it easier for them to accept dragon customs if Kevin was ever forced to expose them to some of the darker ones.

   Limey seemed to be doing pretty well;

“Are your files mending okay, little buddy?”

“Ya,I had to do a restore from backup on some of them, but the others managed to heal on their own.”

   Captain Rata met them in the port Marty’s ship was in. Kadia had some of course – you needed them for the oceanic fishing, and cruises, and water sports – but they were supposed to be sealed off by the dimensional barriers.

   Oh well, the ability to reach almost anywhere was what they wanted him for.

“Marty? A’ikana? Jamie? I’d like you to meet an old friend of mine: Captain Rata. Captain Rata left Egypt in Core on a voyage of exploration close to three thousand years ago now.”

   Marty, A’ikana, and Jamie found that moderately impressive. The good captain was, however, up to date, both as to handshaking and languages.

“A pleasure to meet ya. I never forget a name or a face. So where are we off to? A jaunt to the World’s End? A traipse around the Isles of the Kiln? Or a leisurely cruise to the Land of the Lost?”

“The Crusade Kingdoms (Kevin filled in the rest of the description and the known difficulties). The people who’ve been attacking worlds have gone to a lot of trouble to seal them off, so we’d like to sneak in and find out what they’re up to – and blasting our way in with raw power would alert them.”

“Hmm tricky bit there. The route is likely to be long and have a lot of false leads. I am not saying those waters are completely uncharted, but the maps are certainly not the best.”

“Well, we should be able to make it worthwhile – and think of the new places and new markets that might be there!”

“Oh aye, should be plenty of lucrative trade to be had.”

“Then let’s go as soon as we’re supplied!”

   They drastically overpaid, up front, in supplies, credits, information, and trade goods, without really trying to bargain very hard. Captain Rata was the among the best, and his services were well worth it – and they might want to hire him again some day.

   Fortunately, the good captain wasn’t that exploitative about it.

“Alright, we ready to sail then? We be wastin good winds right now!”

“I believe we are!”

“Raise the anchor and hoist the sails!”

   A’ikana wasn’t particularly pleased to find that most of the crew were soul-bound adolescents – and that Kevin, Marty, and Jamie were so used to that sort of thing that they didn’t even think about using them off in front of an emissary of the Unified Church. Did they have no respect at all for the dignity of the soul?

Saelinnyth, Elven Fighter/Thief

   Well, while I’m getting the Legend of the Five Rings log caught up – it’s quite a few sessions behind – here’s another bit of nostalgia and an example for some of the players who are fooling around with making some second edition characters. It’s also an illustration of why Skills and Powers gave fighters a notable boost: between specialities and the ability to adjust your most critical characteristic scores, they got a good deal more powerful.

.

Personal Information

Name: Saelinnyth Player:
Race: Elf Gender: Female Height: 4’8″ Age: 114
Classes: Fighter/Thief Levels: 1/1 Weight: 94 lbs
XP: 0/0 Alignment: Neutral Good
Next Level: 2,000/1,250 Kit: Thug

Ability Scores
Str: 17 Stamina: 15 Weight Allowance: 55 lbs

Bend Bars/Lift Gates: 50%

    Muscle: 19 Attack Adj.: +3

Damage Adj.: +7

Max. Press: 640 lbs

Open Doors: 16(8)

Dex: 17 Aim: 18 Missile Adjustment: +2

Pick Pockets: +10%

Open Locks: +15%

    Balance: 16 Reaction Adjustment: +1

Armor Class: -2

Move Silently: +0%

Climb Walls: +0%

Con: 16 Health: 14 System Shock: 88%

Poison Save: +0

    Fitness: 18 Hit Point Adjustment: +2(+4)

Resurrection Chance: 100%

Int: 15 Reason: 15 Max. Spell Level: 7th

Max. Spells Per Level: 11

Illusion Immunity: None

    Knowledge: 15 Bonus Proficiencies: 4

Chance to Learn New Spell: 65%

Wis: 12 Intuition: 12 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0

Clerical Spell Failure Chance: 5%

    Willpower: 12 Magic Defense Adjustment: +0

Spell Immunity: None

Cha: 16 Leadership: 18 Loyalty Base: +8

Maximum Number of Henchmen: 15

    Appearance: 14 Initial Reaction Adjustment: +2

Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 14 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 15

Combat
Hit Points:

9

Base THAC0:

20

Melee THAC0:

17

Missile THAC0:

18

Armor
Natural armor class

10

Composite armor, chain hauberk

-4

Balance Defensive adj.

-2

FINAL:

4

Weapon Proficiencies
Composite long bow
Dagger
Sword, long (Expert, Chosen Weapon)
Fighting Style:
Two Weapon (+2)

Non-Weapon Proficiencies
Blind Fighting

9

Endurance

8

Hunting

7

Navigation

8

Rope Use

13

Survival

8

Throwing

13

Tracking

7

Modern Languages

12

  Dwarf, Orc
Native Languages  
  Elf

Weapons
 

THAC0

Attacks

Speed

Damage

   

Range

-2

-5

-10

Weapon

Melee

Missile

Round

Factor

Sm-Med

Large

Type

Size

PB

S

M

L

EX

Sword, long

15

 

3/2

5

1d8+8

1d12+8

S

M

         
Composite Long Bow, Strength  

19

2

7

   

P

L

         
Composite Long Bow, Sheaf Arrow        

1d8+8

1d8+8

P

S

 

8

16

34

 
Dagger

17

18

1

2

1d4+8

1d3+8

P

S

 

2

4

6

 

Weapons – Primary and Offhand
 

THAC0

Attacks/

Speed

Damage

   

Range

-2

-5

-10

Weapon    

Melee

Missile

Round

Factor

Sm-Med

Large

Type

Size

PB

S

M

L

EX

Primary:    
Sword, long

15

 

3/2

5

1d8+8

1d12+8

S

M

         
Composite Long Bow, Strength  

19

2

7

   

P

L

         
Composite Long Bow, Sheaf Arrow        

1d8+8

1d8+8

P

S

 

8

16

34

 
Dagger

17

18

1

2

1d4+8

1d3+8

P

S

 

2

4

6

 
Offhand: 
Sword, long

15

 

1

5

1d8+8

1d12+8

S

M

         
Composite Long Bow  

19

1

7

   

P

L

         
Composite Long Bow, Sheaf Arrow        

1d8+8

1d8+8

P

S

 

8

16

34

 
Dagger

17

18

1

2

1d4+8

1d3+8

P

S

 

2

4

6

 

Racial Abilities
  • Bow bonus – +1 bonus to attack rolls with long or short bows.
  • Infravision – 60′ infravision range.
  • Less sleep – The elf requires only four hours worth of sleep to be rested. This is especially valuable to spell-casters.
  • Resistance 90% – 90 percent resistant to sleep and charm-related spells.
  • Sword bonus – +1 bonus to attack rolls when using a long or short sword.
  • Water breathing – The elf can breathe under water for 1 hour per experience level per day.

Class Abilities

Fighter

  • Magic resistance – 2% magic resistance per level.
  • Weapon specialization – Allows specialization in one weapon.

Thief

  • Backstab – Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
  • Climb walls* 75% – Able to climb vertical or smooth surfaces.
  • Detect noise* 20% – May hear faint noises.
  • Find/remove traps* 40% – Skill at finding and disarming traps.
  • Followers – Attracts folllowers when a stronghold is built.
  • Hide in shadows* 15% – Grants the ability to hide in shadows.
  • Move silently* 15% – May move without making a sound.
  • Open locks* 35% – Skill at opening locks with the proper tools.
  • Scroll Use 10% – May use magic scrolls at 10th level.
Traits
  • Ambidexterity – reduces two weapon fighting penalty by 2.
  • Lucky – A successful Wisdom/Intuition check allows the character to have a stroke of luck.

Disadvantages

  • Bad Tempered – Character must make a Wisdom/Willpower check when insulted. If check fails, the chracter will insult the person back.
  • Powerful Enemy – Agents of the powerful enemy will always be after the character.

Rogue Skills

 
Skill    

Base

Racial Mods

Ability Scores

Discretionary Points

Armor

Final

Climb walls

60

+0

+0

+15

+0

75%

Detect noise

15

+5

+0

+0

+0

20%

Find/remove traps

5

+0

+5

+30

+0

40%

Hide in shadows

5

+10

+0

+0

+0

15%

Move silently

10

+5

+0

+0

+0

15%

Open locks

10

-5

+15

+15

+0

35%

Inventory

Items Carried

  • Backpack
  • Dry rations (1 week)
  • Flint and steel
  • Rope, silk (50 ft)
  • Thieves’ picks
  • Torch x3
  • Wineskin
  • Belt pouch, large
  • Mirror, small metal
  • Oil, Greek fire (flask) x2
  • Composite Long Bow, Strength
  • Dagger
  • Quiver
  • Composite Long Bow, Strength, Sheaf Arrow x24
  • Items Readied
  • Sword, long x2

Items Worn

  • Belt
  • Boots, soft
  • Breeches
  • Composite armor, chain hauberk
  • Good cloth cloak

Spending Money

  • * Copper Pieces x7
  • * Gold Pieces x9
  • * Silver Pieces x6

Movement and Encumbrance

Encumbrance:

Unencumbered

Light

Moderate

Heavy

Severe

Weight (lbs):

0-55

56-85

86-115

116-145

146-170

Movement:

13

9

6

3

1

THAC0:    

-1

-2

-4

AC:      

+1

+3

Currently carrying 78.10 pounds (Light Encumbrance, 9 Movement)

Kit – Thug
  • Benefits: Due to their rough-and-tumble lifestyle and penchant for street brawls, thugs gain a +1 bonus to all damage rolls.
  • Hindrances: Thugs are often wanted by the local law enforcers. In a relatively confined area such as a city, a thug can never relax. Around the next corner might be a member of the constabulary-or the thug’s next victim

Kitsune Shan

   Kitsune Shan was a minor character from a prequel adventure – however, he survived, and has come into play several times since then. Since he just got exposed to a version of the war-wiring technology that’s been magically modified to install itself, and has been scooped up by the Mandate (and thus has been given an opportunity to get into their stock of magical toys and – possibly – enhancement effects, it’s time to put up a current character sheet.

.
Kitsune Shan

Value Characteristic Points
5/15 STR -5
14/24 DEX 12
10/18 CON 0
7 BODY -6
10 INT 0
11 EGO 2
8 PRE -2
18 COM 4
3 PD 0
4 ED 0
4/6 SPD 6
7 REC 0
36 END 0
24 STUN 0
  Total 11

 .

Points Powers END
0 War-Wiring Package; The “War-Wiring” Package is the symbiotic result of infusion with with quasi-living alien nanites. As such, it counts as the single power package for which normal humans are eligible. It has a net cost of 90 points – the upper limit for a power package – but carries sufficient disadvantages to pay for itself.  
     
(0) Elemental Control: Computer Augmentation (2-pt reserve); Cybrenetic Powers Only (-.5), Visible (Easily detected by energy sensors, etc (-.25), User’s mind can be “hacked” (albeit with difficulty) and is subject to loyalty programming (-1), User must obey duly authorized Kragga commands (-.25), Always On (-.5) and so Side Effects Cannot be Avoided (-.5).  
a-4 Basic Computer Functions  
(1) Absolute Time Sense  
(1) Inertial Locator/Bump of Direction  
(1) Lightning Calculator  
(2) Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½  
b-1 Radio Listen and Transmit; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½  
c-1 Infrared Vision  
d-1 Telescopic Vision (Sight, +4 to PER)  
e-1 Flash Defense (Sight, 5 pts)  
f-1 Flash Defense (Hearing, 5 pts)  
g-1 Detect Health of User (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; The system automatically monitors the user’s health and reports it – along with various other bits of information – back to whoever’s in command.  
h-1 Enhanced Perception (all) (+2 to PER)  
i-1 Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; Detects Chemical Weapons, High Radiation, Etc.  
j-1 GPS/Heads-Up Map Display: Navigation 13-
k-1 Tactical Computer: Tactics 13-
l-6 +3 level w/All Combat  
m-5 2d6 Aid: Programs/Databases (Fade/day, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 5 min., -2; Activation: 11-, -1; Must have program available to load: -2; This allows the user to load maps (area knowledge), mission information, and so on. The “Aid” is normally applied directly to the user: a common skill package is listed under “Skills”. 2
     
65 Cybernetic Enhancements; Champions Limitation: -2¼; Visible (Easily detected by energy sensors, etc (-.25), User’s systems can be “hacked”, albeit with difficulty (-.5), User generally regarded as a dangerous cyborg commando by most races, as property by the Kragga (-.25), User must obey dully authorized Kragga commands (-.25), Always On (-.5) and so Side Effects Cannot be Avoided (-.5).  
(9) +10 DEX; Champions Limitation: -2¼  
(6) +2 SPD; Champions Limitation: -2¼  
(5) +8 CON; Champions Limitation: -2¼  
(5) +10 STR; Reduced END: Zero, +½; Champions Limitation: -2¼ 0
(9) Armor (8 PD/8 ED); Hardened: ×1, ¼; Champions Limitation: -2¼  
(7) Life Support (total); Champions Limitation: -2¼; This provides resistances only: the user will still age, can still become ill, etc. Reduce the effects of aging, relevant NND attacks and such by two-thirds.  
(5) Regeneration (1 BODY/5 min.); Regenerate: Lost Limbs and Organs, +10; Champions Limitation: -2¼  
(6) Running (+6″, 17″, NC: 34″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 27; Reduced END: Zero, +½; Champions Limitation: -2¼ 0
(4) Mental Defense (14 pts); Add to Total; Champions Limitation: -2¼  
(2) Power Defense (5 pts); Champions Limitation: -2¼  
(1) Lack of Weakness (-5 to Roll); Only against technological or simple physical attacks: -1; Champions Limitation: -2¼  
(6) Hand-to-Hand Attack (4d6, Total 7d6); Range: 0; Reduced END: Zero, +½; Champions Limitation: -2¼ 0
     
1 Elemental Control: Fox Powers (5-pt reserve); Realistic physically-based canine powers only (-2), Always On (-.5).  
a-4 Shrinking-1 (DCV +2, Height 77 cm/2’6″); Mass: 6 kg/13 lbs; Knockback Increase: 3; PER Bonus: -2; Reduced END: Zero, +½; Difficult to Dispel: ×4, +½; As a reflection of his physical limitations, this doesn’t cost points. He usually has to throw in a level of growth with a shapeshifting spell to achieve human form and size. 0
b-1 Tracking Scent  
c-2 Enhanced Perception (all) (+4 to PER)  
d-1 Running (+4″, 17″, NC: 34″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 18; Reduced END: Half, +¼ 1
e-1 +1 Killing Attack (HTH) (Total ½d6); Range: 0; Continuous: +1 1
     
45 Sorcery Power Pool (30-pt Pool); Control Cost: 15; Change Powers as 0 Phase Action: +1; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Restricted Type of Powers Available (Darkness, Illusion, and Transformation/Shapeshifting Magic Only): -½; Illusions of living creatures tend to be a bit independent.: -¼; No Skill Required for Change: +1; With a total of -2 in limitations, the pool can support three powers at once without further limitations.  
     
6 2d6 60-Point Available Equipment Allowance Aid (Fade/week, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×2, +¼; Increased END: ×10, -4; Only to GM-specified items: -2; Actual point total of equipment available limited by GM decision.: -2; Must actually locate gear, availability is not automatic.: -2; This allows a character to haul along 60 CP worth of customized gear. 30
     
26 Usual Equipment  
(19) 2d6 Talisman of the Mandarin (Aid to any single magical power). (Fade/min., Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Autofire: 10 shots, ¾; Activation: 14-, -½; Reduced END: Zero, +1; Self Only: -½; Linked (To selected power from power pool): -½; IIF (Jade Amulet): -¼ 0
     
(1) English (Fluent Conv.); Literacy: Standard, 0; OAF (Merchant’s Pin): -1  
     
(6) 2d6 Wellstone: Aid Endurance (Fade/turn, Max. 12); Range: 0; Affects: Single Power, +0; Charges: 6, -¼; Recoverable Charges (Must recharge after use.): -2 lev; IIF (Amulet): -¼; Trigger (Running out of Endurance): Set, +¼; Restore Only Lost Characteristics and Powers: -½ 0
57 Total Powers  

 .

Points Skills, Talents, Perks Roll
0 Mandarin (Native Accent); Literacy: Standard, 0  
3 Seduction 11-
3 Stealth 14-
3 Survival 11-
9 Total Skills, Talents, Perks  

 .

25+ Disadvantages
180 Package Disadvantages
; The first group are the side effects of having the system installed. The second group actually pay for the package.
(15) Mind can be “hacked”, like any other computer system. (Infrequently, Fully)
(15) Subject to loyalty programming (Frequently, Greatly)
(15) Body can be “hacked” or manipulated electronically (Infrequently, Fully)
(15) Generally regarded as a dangerous cyborg commando (Common, Strong); Situation: Common, +10; Intensity: Strong, +5
(10) Seen as property by the Kragga (Uncommon, Strong); Situation: Uncommon, +5; Intensity: Strong, +5
(10) Distinctive Features: Energy Signature, Nanite Augmentations, Weird Medical Results, Etc; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
(10) Needs occasional bouts of programming maintenence to operate at full power. (Uncommon, Strong); Situation: Uncommon, +5; Intensity: Strong, +5
   
(20) Always Obeys Orders of Superiors (Very Common, Strong)
(20) Vulnerability: Electrical Attacks (1½× STUN and BODY); Attack: Common, +10
(10) Vulnerability: Magnetic Attacks (1½× STUN and BODY); Attack: Uncommon, +5
(15) Evaluates EVERYTHING as a combat situation (Very Common, Moderate)
(10) Basic abilities and limits can be easily determined with a little reasearch (Common, Moderate); Situation: Common, +10; Intensity: Moderate, +0
(15) Hunted: Opponents of current commanders (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
   
10 Very small and light. (Infrequently, Greatly)
15 No hands in base form (Frequently, Greatly)
15 Distinctive Features: Fox; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0
10 Prankster (Common, Moderate)
50 Total Disadvantages

 .

COSTS: Char.   Powers   Total Total   Disadv.   Base   Exp.
  11 + 66 = 77 77 = 50 + 25 + 2

 .

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 / 10 4 14 11/8 12/8 2, 4, 6, 8, 10, 12

   Story: Shan acquired his powers – and human-level intelligence – as a cub, and grew up hanging around a small fishing village (and swiping food and chasing the girls). Since Bane Mummies and Superheroes have entered his life, things have gotten much more exciting.

   Human Form Height: 154cm (5’1″), Human Form Weight: 48kg (106 lbs), Sex: Male, Age: 3, Race: Chinese Fox

   Appearance: In his natural form, Shan is a not-quite-full-grown red fox. Technically he’s a demon-fox, a legacy of the Darkstorm which swept over the planet a few years ago. His aging is slowing as he approaches adulthood; he may not quite reach full size – and his last couple of pounds in fox-form – for some years.

Liam Ko

   For today, we’ll continue the conversion of Liam Ko to Eclipse Classless d20, so that he could be used in other campaigns. Lets start translating.

.

   Available Character Points: Disadvantages: Incompetent (Takes a -3 penalty on any attempt to employ the Bluff, Forgery, Gather Information, Innuendo, or Sense Motive, skills), Recorder, and Obligations (accepts weird missions from ancestral spirits, tithes to the church) (+10 CP), Duties (both Clerical and Druidical, +4 CP/Level), Restrictions (No Armor; he finds that it interferes annoyingly with his magic despite being a divine caster, +1 CP/Level), +268 (L10 Base) +24 (level-based Feats) = 352

   Liam was an Xin Elf – a local variant. Fortunately, they’re easy enough to build:

Xin Elf:

  • Attribute Shift/+2 Dex, -2 Con (6 CP).
  • +2 Wisdom (12 CP).
  • Immunity to Sleep and Charm effects (Common / Minor / Minor, for effects of L3 and below, 4 CP).
  • Occult Sense/Low-Light Vision (6 CP).
  • One Bonus Feat from the Xin Ethnic Feat List (6 CP). In Liam’s case it’s Ancestral Guidance, which translates as Luck with +2 Bonus Uses (Corrupted: only usable for Rerolls).
  • Augmented Bonus/Heightened Senses: Xin may add their Int Mod to Listen, Spot, Diplomacy, and Profession/Cook skill checks (6 CP).
  • Xin Language (1 CP)
  • Disadvantages: Highly Distinctive (The Xin have light fur, tails, slight muzzles, and other traces of the totemistic pacts which helped their ancestors survive the first Demon Invasion), Compulsive (all Xin spellcasters must accept druidical duties – to protect and preserve nature, to expel troublesome outsiders, and to oppose undead, although they do get the points for these duties in addition to any others they undertake), and obligations (the Xin see a wide variety of minor rituals and customs as a part of their religious obligations) (-10). In standard d20 their favored class is, of course, Druid.
  • The Xin have a net cost of 31 CP – just at the limit for a +0 ECL race.

   Liam had also invested two levels, and the most powerful talent-based enhancement effect he could manage, into the Way of the Celestial Hymn. The Ways are unique to Cemar: they basically allow a character to invest levels in buying a template of some sort. In Eclipse, with the permission of the Game master, you can simply take 32 CP to spend on Template Abilities in lieu of 24 CP and the basic benefits of Leveling – a free d4 HD and (Int Mod) skill points. Talents, like the expected cash-per-level, continue advancing normally. Unlike the fixed level adjustment of the usual templates, or the preset packages used on Cemar, an Eclipse Classless d20 character is free to develop the template abilities – or to modify or expand on them – in any desired order.

   The Way of the Celestial Hymn is basically a way of acquiring a version of the Half-Celestial Template. As with the usual template, all the abilities bestowed by this template are considered Corrupted (yes, that’s twice for the Innate Spells – unusual, but allowable with the permission of the Game Master). They make the character a primary target for the powers of evil, render him or her vulnerable to many channeling powers, mystic bindings, summonings, and banishment, make them very detectable, tends to attract people looking for help, and tend to make them compulsively “good.”

  • Attribute Modifiers: Str +4 (24), Dex +4 (24), Con +4 (24), Int +4 (24), Wis +4 (24), Cha +4 (24) (132 CP).

Special Abilities:

  • Immunity to Disease (6)
  • Resistance/+4 to Saves versus Poison (6 CP)
  • Defense/+1 Natural Armor (6 CP)
  • Improved Spell Resistance (12 CP)
  • Occult Sense/60′ Darkvision (6 CP)
  • Celerity III (Additional Movement Mode/Flight, Specialized: may only be used to break falls unless the user calls for a (vulnerable) winged mount, 12 CP).
  • DR 10 (Corrupted: does not apply versus Magical Weapons [but does versus energy], 24 CP).
  • Immunity/the normal Component, XP, or Focus requirements for casting Divine Spells (Common / Minor / Epic, Specialized in the Divine Specialist spells listed below, 9 CP) – thus converting them into spell-like abilities.

   Superior Divine Specialist (6 CP): Specialized (the Game Master selects the spells gained) and Corrupted (the spells do not change once assigned) for triple effect: Provides three bonus spell slots of each level of spells the user can currently cast.

  • L1: Protection From Evil, Detect Evil, and Bless Water.
  • L2: Aid, Sutra (the positive half of Prayer), and Consecrate.
  • L3: Curse Serious Wounds, Remove curse, and Remove Disease.
  • L4: Holy Smite, Cure Critical Wounds, and Neutralize Poison.
  • L5: Dispel Evil x2 and Greater Command.
  • L6: Heal, Dispel Magic Greater, and Wind Walk.
  • L7: Holy Word, Repulsion, and Resurrection (In Cemar there is no associated expense – but the spirit must still be hanging around, so the spell must be applied within a few hours of death in most cases).
  • L8: Holy Aura 3/Day.
  • L9: Summon Monster IX (Celestials Only), Mass Charm Monster, and Mass Heal.

That’s 154 CP – a +4 level Template. Just like the basic (and slightly different) Half-Celestial.

   Now, Liam had five levels of Monotheistic Cleric – a variant class which got d6 Hit Dice (already purchased above), a severely restricted spell list, spontaneous casting of a limited list of clerical spells, and some privileges related to the authority of the church. They didn’t necessarily get the ability to Turn Undead, although they got three Domains – and could get it by taking an appropriate one. They did get slightly superior spellcasting abilities – effectively about one level above the average. Secondarily, he was using a Feat Sequence which basically allowed him a limited dual-spellcasting progression, much like the initial levels of Mystic Theurge – something that’s a lot easier on Cemar, since it uses a Base Caster Level which stacks between classes, just like the Base Attack Bonus does.

Fortunately, all of that is easy to buy – and only costs 109 CP in total.

  • 11 Caster Levels: Corrupted (Only usable for Clerical and Innate Spellcasting, 44 CP)
  • L11 Clerical Spellcasting (No spellcasting levels included, Studies/Inherent Spells Variant (6 CP/Level Base), Corrupted: No Summoning, Evil, Chaotic, Lawful, or Dimension-Manipulation Spells, no Raise Dead or Resurrection effects after the first few hours at most) (44 CP).
  • Domains: Earth, Fire, and Healing (6 CP). The spells for these domains are automatically added to his spell lists. Secondarily, the Earth and Fire domains – as part of his initial clerical spellcasting package – add their own elemental turning abilities as usual.
  • Channeling: (3+Cha Mod) base uses (9 CP). Liam is a weaker positive-energy channeler than most clerics: he’s never developed his abilities in this area very much.
  • Privilege (3 CP): As a mid-ranking priest of the High Father Liam is entitled to the support of the church and gains modest social advantages when dealing with lay members of the church and more junior priests.
  • Contacts (3 CP): At his level Liam can be expected to be friends with several minor members of the church hierarchy and at least one more senior administrator. This probably won’t mean much in most worlds, but it’s very important on Cemar.

Spells Available:

  • Level Zero (12/Day): Cure (1) (Healing), Mending (Earth), Light (Fire), Detect Magic, Guidance, Create Water, Detect Poison, Read Magic, Purify Food and Drink, Summon Weapon (calls a weapon to hand), Censor (scents or deodorizers an area), and Display (shows a flat, static, image up to 10′ across).
  • Level One (14/Day): Cure (1D8+5), Magic Stone, Burning Hands, Divine Favor, Hide From Undead, Sanctuary, Hand Of Light (spends two Turning attempts to double the turning damage and provide a +3 on the level of creature affected), Comprehend Languages, and Command.
  • Level Two (6/Day): Cure (2D8+10), Soften Earth and Stone, Consecrate, Produce Flame, Silence, Remove Paralysis, Spiritual Weapon, Enthrall, Resist Energy, and Make Whole.
  • Level Three (6/Day): Cure (3D8+12), Stone Shape, Resist Energy, Create Food and Water, Wind Wall, Greater Turning, Dispel Magic, and Protection from Energy.
  • Level Four (4/Day): Cure (4D8+12), Spike Stones, Wall Of Fire, Divine Power, Dismissal, Death Ward, and Neutralize Poison.(2).
  • Level Five (3/Day): Mass Cure (1D8+12), Wall Of Stone, Fire Shield, Disrupting Weapon, Dispel Evil, and True Seeing.
  • Level Six (2/Day): Heal, Stoneskin, Fire Seeds, Heroes Feast, and Undeath to Death.

   Liam also had five levels of Cemaran Sorcerer – a class which used “Spellweaves” (Metaspells which could be cast at various levels to produce a variety of in-theme results). As noted earlier, Cemar uses a Base Caster Level which stacks between classes – rather like the Base Attack Bonus does – and so there were simply some Feats available to partially simulate dual-progression classes like the Mystic Theurge. Liam took them, so his sorcery was fairly powerful. Cemaran Sorcerers get a very limited number of “free” spells per day and can spend their own hit points to cast more. That may be overpowered in worlds where healing spells and items are more readily available than on Cemar, so I’ll try a couple of different builds for it.

Cemaran Sorcery Build One (117 CP):

   Path of the Dragon: Shaping (6 CP), Pulse of the Dragon II (18 CP), Heart of the Dragon III (42 CP). Specialized and Corrupted (Triple Effect): Only to cast purchased Metaspells, must buy caster levels to go with it, casting spells beyond (Con Mod+1) times per day requires sacrificing either a turning attempt or 1 HP per spell level.

   Metaspells: (Specialized: Only for use with Path of the Dragon, 51 CP). 

  • Holy: The Opening of the Way (calls on Celestials), The White Light (basic healing and holy Light).
  • The Inner Way: Hypersenses (enhanced senses), Storm Dance (feats of speed), Voice (manipulates and commands).
  • Mind: Deep Lore (taps the racial mind).
  • Quilopothic: Breach Reality (overrides natural laws), Broken Circles (creates dimensional overlays), Forge Arcane (creates mystic links), Namebreaking (transformation), Tongue of the Unmaking (destruction).
  • Void: Elemental Blast, Elemental Attack, Elemental Cloak, Elemental Auras, Elemental Summons, and Invoke the Depths (negates energy/forces).

   That’s rather a lot of Metaspells: Cemaran sorcerers normally only get two Metaspells or “Spellweaves” to start with and add one more every four levels – for a total of seven at level twenty. However, they also get the option to trade in points from their attribute modifiers for non-magical purposes for additional Spellweaves. Liam, blessed with good attributes to start with (and acquiring a template which boosted them even more) was happy to do so with attributes such as Strength and Dexterity (which he didn’t rely on anyway) – but that’s difficult to represent in standard d20 OR in Eclipse, where you normally just buy what you want directly. I could stack some special limitations on the Metaspells – and possibly double the base price, since Cemerran Metaspells are pretty versatile – but it hardly seems worth the bother.

Cemaran Sorcery Build II (99 CP).

   Alternatively, Legends of High Fantasy includes a non-hit-point based option for Cemaran Sorcerers and Druids for worlds where healing is more readily available. That recommends reducing their hit points to 1d8 per level and giving them (1d12+Con Mod) spell points per level rather than using hit points to power their magic. That’s a bit generous at level one and rather restrictive at high levels – so we’ll just use the Wilder progression. Converting it to spell levels instead of power normally calls for dividing the total by 1.8, but specializing it (only to power separately-purchased Metaspells, double effect) leaves the total almost unchanged. We also don’t need to purchase caster levels, since we’ve already done so under the Cleric entry.

  • 12 Levels of Wilder Power Progression. Specialized [no Caster Levels or Powers, only for use with purchased Metaspells, double effect) (36 CP). That provides a total of (126 + [6 x Con Mod]) (Ok, times 1.11) spell levels to work with. That’s a bit low during the first couple of levels for a dedicated spellcaster, so we’ll throw in 4d4 Generic Spell Levels (purchased as Mana, 12 CP).
  • Purchasing Metaspells (as above, 51 CP).

   That works somewhat better. Liams combination of rapid self-healing with a wide variety of hit-point powered Metaspells made him rather overpowered in the original setting – at least around this point. Since the dual-progression Feats only provided six levels worth of dual-progression (at the limit of three such Feats) he would have started losing power – at least in relative terms – if the game had continued into the higher levels. This also doesn’t allow him to power his spells with Turning, which is probably a good thing. Between three different kinds of Turning he was a bit overwhelming.

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Basic Attributes:    
Strength 16 (18)/+4 Dexterity 16 (20)/+5 Constitution 18 (20)/+5
Intelligence 24 (28)/+9 Wisdom 20 (22)/+6 Charisma 20 (22)(24)/+7
Rolled Attributes: Str 12, Int 18, Wis 14+2, Con 16-2, Dex 10+2, Chr 16. “Wealthy” adds +2 Charisma. +2 Int due to level bonuses.    

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Combat Information (76 CP):

  • Fortitude Save: +8 (24 CP) +5 (Con) +1 (Luck) +2 (Resistance) +9 (Sacred) +2 (Morale) = +27
  • Reflex Save: +2 (6 CP) +5 (Dex) +1 (Luck) +2 (Resistance) +9 (Sacred) +2 (Morale) = +21
  • Will Save: +8 (24 CP) +6 (Wis) +1 (Luck) +2 (Resistance) +9 (Sacred) +2 (Morale) = +28
  • Hit Dice: 5d8 (8, 7, 6, 7, 5. 20 CP) + 5d6 (5, 3, 6, 4, 4. 10 CP) + 12 (Immortal Vigor) + (12x Con Mod) +5 (Wealth) = 132 HP.
  • Proficiencies: All Simple Weapons (3 CP) and Light Armor (3 CP).
  • Move: 60
  • Initiative: +3
  • BAB: +6 (36 CP).
  • Armor Class: 10 (Base) +5 (Dex) +6 (+4 Mage Armor and +2 Wealth) +8 (Int while using a staff) +2 (Staff as Shield) +1 (Natural) +2 (Deflection) +1 (Luck) = 35.

Other Feats and Abilities (39 CP):

  • Immunity/Counterspells and Antimagic (Common / Minor / Epic – covering effects of up to level nine, Specialized: only protects his Talents (half cost, 9 CP).
  • Metamagic/Persistent with Glory (12 CP):
  • Augmented Bonus/Quarterstaff Master (Adds his Int Mod to his AC while wielding a staff, 6 CP).
  • Advanced Augmented Bonus: Adds his Wis Mod to his Int Mod with respect to buying skills. Corrupted: These extra skill points, and the bonus, can only be used for Knowledge Skills (12 CP).

   Liam was generally very much against killing people (monsters, especially evil outsiders, were quite another story) and wasn’t particularly well-trained with weapons, so he generally restricted himself to using his staff – although he did carry a sling for catching small game for dinner when he was outside of town.

  • Staff: +6 (BAB) +1 (Magic) +4 (Strength) +2 (Morale) +2 (Wealth) = (+15/+15/+10), Magical, 2D6+9 Damage, Holy (+2D6 Vrs Evil Outsiders and Undead).

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So: What have we got so far?

  • Xin Elf: +0 ECL
  • Way of the Celestial Hymn: +2 ECL +2 Talent-Based Enhancement (No CP)
  • Clerical Powers: 109 CP
  • Cemeran Sorcery Build II: 99 CP
  • Basics (Proficiencies and Combat Abilities: 76 CP
  • Other Abilities: 39 CP.

   Cemar uses the Wealth Level Templates (from Legends of High Fantasy and The Practical Enchanter) rather than expected-gold-per-level. This works perfectly well under Eclipse, it’s just important to be sure what system you’re using.

  • Initial Wealth Level; “Well-Off”. He’s a competent mage-smith and charm maker. This grants him a +2 Bonus to Smithcraft and Diplomacy.
  • Current Wealth Level (Since L5 or so); “Wealthy”. Add +2 Diplomacy, Gather Information and Intimidate. +2 SP (+10 so far) and +1 HP/Level (+5 so far), +2 on any single attribute (Charisma), +2/+2 “wealth” bonuses to weapons, and +2 AC/-2 Armor Penalty on Armor.
  • The campaign rules also provided 4 SP in Knowledge/Specified Homeland and (2xLevel + 6) skill points to be spent on GM-approved “Background” Skills, such as craft/basketweaving, profession/cook, and similar items.
  • That leaves 29 CP to spend on skills, plus 26 SP to spend on “hobby” skills, plus SP from Int and Wis over his earlier levels. It’s worth noting that this design has a generous set of skill boosting talents: the original design had quite a few specific bonuses, the conversion subsumes them all into a general bonus since the original campaign used 3.0 rules for buying them. Those talents provide a +2 Luck, +2 Morale Bonus, and a +4 Competence Bonus to Skills and Checks (The Competence Bonus may not exceed the number of SP spent on a skill).

   So: That gives us 29 SP (from his remaining CP) + 10 (Wealth) + 78 (Int across levels) + 48 (Wis across levels for Knowledges) + 26 SP (Hobby Skills) +4 (Knowledge/Homeland) = 195 SP.

  • Concentration +26 (13 SP +5 Con +8 Magic)
  • Demonology +36 (13 SP +9 Int +6 Synergy +8 Magic)
  • Diplomacy +34 (4 SP +7 Chr +9 Int/Race +2 Synergy +4 Wealth +8 Magic)
  • Heal +20 (+6 SP +6 Wis +8 Magic)
  • Knowledges (all +15 Int/Wis, +8 Magic): Arcana +30 (7 SP), Arkal (the Lich-King) and His Minions +31 (4 SP, +4 Synergy), Religion +38 (15 SP, provides +2 on Turning Checks), History +27 (4 SP), The Planes +27 (4 SP), Geography +27 (4 SP), The Isles +27 (His homeland, 4 SP), Nobility +27 (4 SP), Nature +29 (6 SP), and True Names +27 (4 SP. His collection includes the six Elemental Kings, Manjet-Mesektet (the barque of the sun), the seven Saints, Yl- Anaroth the Unmaker and a dozen more major demons and such)
  • Memorized Books (1 SP Each, 5 Total): Tome Of Zian (Church Scriptures), Xanic Scrolls (Alien / Quilopothic Magic), True Alchemy (Formulas and Philosophy), Ril Formulary ( Charm and Talisman Design), and the Tome Of Winds (Xin Holy Book).
  • Item Formulas; Charms x100 (4 SP +2 Synergy +4 Competence), Talismans x36 (6 SP +2 Synergy +4 Competence) Runes x20 (4 SP +2 Synergy +4 Competence), and Major Items x10 (4 SP +2 Synergy +4 Competence). Cemar requires that a would-be artificer know the formulas for the items that he or she wishes to create. Charms and Talismans are relatively easy. Runes are a method of helping people focus their talents by drawing – or tattooing – particular runes on the skin; in conjunction with Ritual Magic they allow characters to reduce the “Virtual Gold” cost of talents by spending XP. Major Items are relics and other genuine magical items; Liam knows how to make Holy Avenger Swords, Demon Bane, and Undead Bane Blades, Runestaves like the one he’s carrying, and a few other devices – but getting the ingredients necessary to make such things is quite another matter.
  • Listen +21 (4 SP +9 Int/Race +8 Magic)
  • Model Building (Hobby) +23 (6 SP +9 Int +8 Magic)
  • Origami (Hobby) +19 (6 SP +5 Dex +8 Magic)
  • Profession/Sailor (Hobby) +20 (6 SP +6 Wis +8 Magic)
  • Ride +17 (4 SP +5 Dex +8 Magic)
  • Ritual Magic +38 (13 SP +9 Int +8 Magic +6 Synergy +2 Wealth)
  • Craft/Smith +32 (13 SP +9 Int +8 Magic +2 Wealth)
  • Spellcraft +24 (5 SP +9 Int +8 Magic +2 Synergy)
  • Spot +27 (4 SP +9 Int/Race +6 Wis +8 Magic)
  • Survival +20 (4 SP +6 Wis +8 Magic +2 Synergy)
  • Profession/Xin Cookery (Hobby) +32 (9 SP + 9 Int/Race +6 Wis +8 Magic)

   Skill Specialities (+3); History/Naichung, Arcana/ Runecraft, Religion/The Grand Church.

   Languages (9 + 3 CP): Xin (Elvish, Native), Sullari (Common), Celestial, Infernal, Ignan, Aquan, Auran, Terran, Sylvan, and Draconic. Liam speaks a couple of local languages as well, but these should be specific to the campaign setting.

   Liam had acquired two minor Relics by the time he reached L12:

  • The Vial Of Erdrek: +6 to the Intensity of Channeling Effects and Doubled Damage versus Creatures of the Lower Planes if you have used a drop from the vial to anoint your weapon prior to striking. The effect lasts for ten minutes or so (3 CP). The Vial may have additional functions, but – if it does – Liam never found out what they were.
  • The Runestave of Liathos: 2d6 (8) Mana with the Spell Enhancement Option (Specialized, only usable for spell enhancement), Rite of Chi, and Defender (provides a +Level/5 Shield Bonus to the user’s AC) (3 CP).
  • Since these were acquired in play, there’s no cost. The CP costs are simply provided for comparison with other relics.

   Liam also usually used his ability to throw persistent spells to keep Greater Armor Of Light (L5, adds the user’s Cha Mod to his or her Saving Throws as a Sacred Bonus and provides a +6 Enhancement Bonus to his or her Charisma) running on himself at all times. This got his effective Charisma up to 28 and provided a +9 Sacred Bonus on his saving throws, which has already been included above.

   Liam was built using the Talents system from The Practical Enchanter and/or Legends of High Fantasy. As such, rather than using a pile of magical items, he has numerous innate powers. While item slots are irrelevant to talents, the assigned value is notably lower than the standard “treasure values” for various levels. In Liam’s case, being a powerful ritualist, priest, and sorcerer, he has opted to half the cost of his abilities by spending XP on them. In a more conventional game his talents will interfere with the use of other items and he will have to “use up” his portions of any treasure gained (whether in self-enchantment or as charitable donations) to continue advancing his talents.

   Innate Magic; 66,000 GP, 66,030 GP and 5282 XP Used. (Slightly over the limit there, but close enough for a conversion).

  • Attribute Enhancements (all Unlimited Use-Activated, Personal Only (x.7)): +4 Int (4200), +4 Dex (4200), +2 Wis (700), +2 Chr (700), Str +2 (700), and +2 Con (700).
  • Skill Mastery (L2 at CL3, Unlimited Use Activated, +4 Competence Bonus to All Skills: cannot more than double the effective number of skill points spent on a skill (x.5), 2100)

   Permanent Spell Effects (In general, Unlimited Use Activated and Personal-Only, x.7).

  • Resistance (+2 Resistance bonus to saves, 1400).
  • Shillelagh (staff does 2D6 base and is +1, 1000, personal-only does not apply).
  • Shield Of Faith (+2 Deflection bonus to AC, 700).
  • Immortal Vigor I (adds +12 +2x Con Mod HP, 700).
  • Ward Of Heaven (+1 Luck bonus to AC and Saves, 700),
  • Personal Haste (Bonus Attack at BAB, +30 Move, 1000, personal-only does not apply),
  • Sustenance (reduces need to eat, sleep, and breathe to 1/4’th of normal, 700).
  • Protection From Evil (blocks possession, mental control, and summoned beings, 700).
  • Word Of Light (his weapons, spells, and powers get the Holy property. Note that this only works after an appropriate pilgrimage, 700).
  • Obscure Object (provides resistance to scrying, 700).
  • Fortune’s Favor (+2 Luck bonus to Skills and Checks, 700).
  • Mage Armor (+4 Armor bonus if unarmored, 700).
  • Good Hope (+2 Morale Bonus to Saves, Attacks, Checks, and Damage, counters Fear and Despair effects of L3 or below, affects the entire party, only works while he continues to lead by example (x.7), 10,500).
  • Lucubration (at L2, doubles his available cantrip and first-level spell slots, 4200).
  • Rite Of Isis (L3 x L11 x 2000 x .7/ Personal Only x .7/Only while devout = 16,170. Adds +2 ECL of the Celestial Way).

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Trigger-Activated Spell Effects:

  • Lesser Restoration (Paladin Spell, 4/Day, “Command Word”, 720),
  • Cure Light Wounds (Use-Activated personal x.7, 1/Level/Day, 700),
  • Death Ward (One-use use activated, L6x L4x 50 = 600, 24 XP cost whenever used).
  • Kinetic Burst (Use Int as Str and Dex at range for a moment, L1, at will, 1000)
  • Speak With Animals and Entangle each once /day at L1 (360),

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Spell Completion Effects:

  • Cure Moderate Wounds (1/Level/Day L2 x L2 x 750 Spell Completion = 1500)
  • Heavenly Sign (One-use spell completion, 12.5 x L9 x L18 = 2025, 162 EP to use),
  • Hand Of Light (L1 x 750 (Un Spell Completion) = 375),
  • Cure Light Wounds (Spell Completion, Others Only, x.8, 300),
  • Empowerment (Spell Completion, 1/day/ Level, 375)
  • Restoration (L4 x L6 x 25 GP (Spell Completion) = 300, 24 XP).
  • Revival (L4 x L6 x 25 GP (Spell Completion) = 300, 24 XP).
  • Heal (L6 x L10 x 25/Spell Completion =750. 66 EP to use).
  • Force Of Will; +2 Effective Levels for four hours. (L7 xL16 x25 x.7 (4D6 damage and 112 EP to use)= 980).
  • Wrath Of The Saints; +14 Caster Levels for 20 Minutes (Spell Storm, L9 x L20 x 25 x .7 (5d6 damage, and 280 EP, to use) = 1575).

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   Cemar did allow the use of Charms and Talismans. At Liam’s Wealth Level he was entitled to seven Charms and three Talismans. His selections normally included:

  • FireSpice Shaker; For heating and spicing up food.
  • Holy Water Flask; Holds 12 vials worth.
  • Local Guidebook; Assorted facts as GM desires.
  • Mandarin’s Pin : Stay clean, neat and well-mended.
  • Traveller’s Bedroll; Always very comfortable…
  • Sands Of Time; Provides a subjective minute 3/day.
  • Flux Iron; Reshapes itself as it’s user wills.

Usual Talismans (3) :

  • Spirit Pearl; May cloak a 20′ radius with the aura of a Glabrezu at will or tap into it’s powers with an opposed will (It’s is +5) check 3/day. These include Chaos Hammer and Confusion (DC19), Dispel Magic, Mirror Image, Reverse Gravity (DC 22), Unholy Blight (DC19), True Seeing, and Power Word Stun (DC 23), all at CL 14. If the spirit wins, it may use a power as it wills. Liam entrapped this demon during an adventure some time ago, and has yet to find anywhere really safe to put it.
  • Industrious Tool/Smith’s Hammer; This allows him to accomplish three times as much work in a given amount of time as would be possible otherwise.
  • Conjurer’s Tattoo; Produces his priestly robes and/or a staff at a cost of 1d4 hit points for either, 2d4 for both.

   Liam usually has a ritual chest (a small trunk full of ritual tools, common components, and minor supplies sufficient for rituals requiring “Poor” or “Common” resources) on his packhorse, along with some basic supplies. He carries his personal notes/journel with him, although there is a copy here. Liam usually rides Ranar, a gift from the Sultan of Kafaa – a noble stallion from the line of Erised the Noble. Ranar’s level of intelligence, and exact abilities, are unknown – although he tends to just show up when wanted and disappear when unneeded – but he wears Foothold Horseshoes. He usually travels light, typically carrying:

  • Rucksack (a small, light, backpack with a support belt. Reduce the total encumbrance of items in a rucksack by 50%, up to a maximum of -10 pounds. 1 GP, 1 pound or less), with Bandage Roll (0 Lb/0 GP), Light Bedroll (4 Lb/0 GP), Water Flask (0 Lb/0 GP), Small Glue Pot (Must be heated to melt, 0 Lb/0 GP), Light Tarp (waterproofed cotton, 8×8 Ft, 1 Lb/0 GP), Messkit (Tinware, small pot, plate, 3 seasoning vials (Salt, pepper, herb of choice), silverware, a couple of small collapsing cups, .5 Lb/8 GP), Money (1 Lb/Sp), “Priests Outfit” (Formal Robes. 5 Lb/25GP. Not normally worn on “adventures”), Silk Rope Set (200 yards silk rope, two folding grapples, pack, and assorted spikes and pulleys. +10 bonus to Climb, 4.5 Lb/40 GP), Writing Kit and Journals (1 Lb/6 GP), Towel and Washcloth (0 Lb/0 GP), two days worth of Trail Rations (2 Lb/0 GP), Traveler’s Pouch (1 Lb/12 GP), and Vials of Honing, Citronella, and Garlic Oil, Healing Salve, Lineament, and Incense Powder (0 Lb/10 GP). Effective Encumbrance Of Rucksack: 10 Lb
  • Magician’s Pouch: This modest bag contains various spell and ritual components, including packets of salt, beeswax, assorted colored chalks and small candles, origami paper, incense sticks and various common herbs, string, pen and ink, several pencil-sized “wands” (bone with lead bands, hawthorn, ebony with gold tips, elder, oak, magnetized steel, and mistletoe), a “scribing” tip (for the wands), 2 small knives (meteoric iron with oak handle, silver with rowan handle), silk cloths, 2 small bowls/bells/cups/incense burners/etc (silver and gold), a silver disc/mirror, tongs, wire, matches, a set of rune or “tarot” cards, a small key, some rings (Simple blank bands; 4 copper, 2 silver, 2 gold, and 2 iron), a small flute, embroidery thread, brass chime, holy symbol (Per user’s beliefs), some crystals, needles and thread, pins, and assorted vials (Holy and unholy water, assorted oils, alcohol, mercury, “fingerpaints”, glue and healing herbs) in a padded roll. 60 GP, 3 Lbs. An upgraded, water-tight, and somewhat fire-resistant spell component pouch which provides a +2 circumstance bonus on relevant tasks.
  • Traveler’s Pouch: This light leather carrying bag contains a selection of items any traveler should have along – brush, comb, and razor, a little packet each of soap, sticking plaster or salve, wax, tacks and thread, needles, buttons, fishhooks and sinkers, string/fishline, a match or “tindertwig” safe, small whetstone and file, a couple of small knives, a vial of insect “repellent”/ medication, a thin bag (Suitable for use as a pillow if stuffed with something yielding), and – where available – a compass. Usually found as a shoulderbag or mounted on a belt. 1 pound or less. About 2 GP if purchased – but most characters should be presumed to have this stuff. (Contents list and weight from “Woodcraft” by George W. Sears, circa 1880. Flint, steel, and tinder, should be substituted for matches if such items are not available in a setting. If “matches” are available – but rare and unusual – add their price separately.)

Liam Ko

   For today, it’s the start of a character conversion – 3.0/3.5 Legends of High Fantasy d20 to Eclipse Classless d20. Since Eclipse covers all the basics easily, I’m going to take a character with some unusual variant classes to illustrate with.

   Liam Ko was a Sorcerer-Priest from Cemar, a high-fantasy world where most magical powers were innate to their wielders, rather than being acquired as enchanted items, where the Monotheistic Faith of the High Father dominated the world, and where Sorcerers and Druids expended their hit points to power flexible innate metaspells rather than using spell slots and specific spells.

   In particular, Cemarian Priests were spontaneous casters with a severely restricted spell list and few combat capabilities – although they did have ecclesiastical “powers” based on their authority as priests. Of course, that sort of thing only worked on other members of their religion.

   Cemaran characters used the Talent rules (as found in Legends of High Fantasy and The Practical Enchanter) rather than magical items. They also used the original 3.- rules for buying magical bonuses to skills, which might prove a bit more troublesome to translate.

   The Sorcery is going to be the hardest bit of course: Cemarian characters didn’t have any problem healing their wounds to provide more magic, and could cast a few spells per day without spending hit points on them – which lets out Body Fuel and most forms of Mana, Power, and Magic Points, as well as Hexcrafting, Thaumaturgy, and most of the other magic systems in Eclipse. The flexible effects let out most forms of Inherent Enchantment as well.

   The general rule for Eclipse still holds: any form of magic which doesn’t have a hard limit on how much or what you can do generally translates to the Path of the Dragon. Unfortunately, that’s extremely expensive. Fortunately, Cemarian-style sorcery offers enough limitations – having to buy spells separately, having to spend hit points or tap into external sources of energy to power them, and the necessity of buying caster levels to go with your powers (rather than simply relying on your overall level like most other innate talents) should help keep those costs under control.

   I may build an alternative path using Mana and/or Body Fuel anyway. Near-unlimited use of combat sorcery didn’t matter much on Cemar, since actual combat was a rare and significant event in that world – and so “running out of spells” was virtually unheard-of anyway. That’s also why noncombat spells and abilities were usually much more important than combat powers there – but that doesn’t hold true in most d20 worlds, so an adjustment may be in order.

   Fortunately, his personal history doesn’t really need any “conversion”.

   Lian showed his sorcerous talents early; weaving simple charms to enhance his knowledge, senses, and speed. Naturally enough, he was apprenticed out as soon as he possibly could be; an untrained sorcerer was a danger to himself and to everyone else around him. The local priests provided intensive religious education as well; youthful sorcerers could fall to the lure of black magic all too easily.

   Things got a lot more serious a few years later. Lian was out camping with a few friends when one of them unwisely traced the runes on an ancient pillar in the woods. There wasn’t much power left in the old spells, but it had still been containing a very minor demon. Unleashed it would have been more then a match for a few village youngsters, but the White Light responded to Lian’s desperate call.

   The spell backlash left Lian hanging on the edge of consciousness – but the light sustained him even as it burned the demon to harmless ash.

   He was adrift within that light for a long time.

   When he awoke under the care of the priests back at the village he woke knowing that his talents had been granted to him for the service and protection of others.

   Over the ensuing years, Lian’s dedication proved firm – and gained direction. He was a skilled crafter of charms and talismans, but the ancient techniques of creating greater devices and weapons – such as the ancient Holy Swords – had been lost during the Lich King’s second invasion. The mage-smith orders had been wiped away, like the paladins they had armed and armored.

   Wiped away with a vicious thoroughness suggesting that – even if his invasion could not succeed – the Lich-King saw this as an acceptable substitute.

   One of Liam’s great-grandfathers had been a true mage-smith – and that lore would be needed. Talented, dedicated, sorcerer-priests were few and far between.

   Liam received a series of ancestral visions, and accepted them. There would be many other missions and calls along the way – but Liam would at least begin to regather the broken and scattered fragments of the ancient lore. The order of the mage-smiths would be reborn.

   Liam soon exhausted the lore available locally – and set out to seek elsewhere. Senacus – the greatest tradeport in the known world – held enough clues to keep him busy for several years

   Personal Data; Ht 5’6, Wt 123 Lb, Fur; Red-Brown (Tends to vary), Eyes; Green, Age; 128 (—), Place Of Birth; Rig ShouChin, Xin Highlands, Thirdborn of four children, Occupation; Scholar-Priest and Mage-Smith, Ethnic Origin; Xin Elf, Clan Ethall, Marital Status; Single, Religion; Priest of the High Father /Ry-Hinsu Path, Base Of Operations; Senecas, Hanora Elemental Temple, Education; Apprenticed to village sorcerer Learaman Ko (Quite early – since he showed considerable talents), religious instruction at the Varinn Earth Temple. Source of income; creation and sale of charms and talismans.

Alien Cyborg Technology

   First up for today we have War-Wiring – the nanite-enhancement package that the Kragga are giving out. Please note that, while the characters may well regard it with deep suspicion, it certainly hasn’t been fully analyzed as of yet: the details are being made available for the convenience of the players.

   Secondarily, here are the statistics for the WarWired Kids that the Kragga were recruiting. While they’re not a match for a full-powered superhero, they’re a fair match for most of the secondary ones – and for at least a WWII infantry platoon. Earth is emerging into the galactic community, and the technologies of races with hundreds of thousands of years of civilization behind them are starting to have an impact.