We live in an Age of Legend.

After centuries of hiding beneath the earth, humanity has ventured out into the sunlight to reclaim the world. Trolls, dwarves, elves, orks, and humans live side by side with exotic races: the lizard-like t'skrang, the small, winged windlings, and the stony obsidimen. Creatures both magical and mundane dwell once more in the forests and jungles. Arcane energies offer power to those willing to learn the ways of magic.

Once, long ago, the land grew lush and green. Thriving forests sheltered plants and animals, and people grew and prospered off the land's bounty. Then the Horrors came, and drowned the world in darkness. The world's flow of magic rose, and at its height dread creatures from the darkest depths of the spirit world crosses into our world, leaving suffering and destruction in their wake. The world's inhabitants named these fell creatures the Horrors. They laid our world waste in a terrible time now known as the Scourge. The lush forests died. The cities fell. Beautiful grasslands and majestic mountains became blasted, barren terrain, home to the Horrors' twisted mockery of life.

The Horrors lusted to destroy all life, but they did not succeed. Before their coming, the magicians of Leng warned the world, and the people of the Earth took shelter under it. They built fantastic underground cities, called Caers; their children and their children's children grew up within these earthen encleves, never seeing the light of the sun. For a thousand years the Horrors roamed the land, devouring all they touched while the people hid in terror, until the slow ebb of the world's magic forced these loathsome creatures to retreat to the astral Hell that spawned them. The Horrors departed before the magicians and wise men had believed they would; the wary people emerged slowly from their caers, faving the world half in hope that the Scourge had trouly ended, and half in fear that the Horrors lingered. Though most of the Horrors have left this world, many remain, inflicting cruel anguish and suffering on other living creatures. As humanity struggles to remake the shattered world, they must combat the remaining Horrors who seek to prolong the destruction and despair of the Scourge.

Now heroes travel the land, rediscovering its lost legends and exploring its changed face. For the world has changed, almost beyond recognition. Many people died during the Scourge; the Horrors breached some caers and destroyed their inhabitants. Other caers remain sealed, from unknowable disaster or simple fear; their contents await discovery by bold explorers. Should they find any folk still living within, these brave adventurers may lead such dear-darkened souls out to live again in the light.

In the Age of Legend, heroes band together to fight the Horrors and reclaim the wounded world for those born in it. As they explore the altered land, searching for legendary cities and treasures, they become the legends that will light the coming days. As with those who went before them, tales of their deeds will live forever in men's hearts. From many paths, the heroes come to join in common cause. Those who seek honor and glory come from the ranks of the Magicians, the masters of magic, from the Fighting Orders, the Disciplines, and from the Changing Breed, a gift from Gaia herself. A band of heroes may include an Illusionist, a spellcaster who combines deception and reality to confuse those around him; a Swordmaster, one trained in the art of fighting with bladed weapons; and a Garou Theurge, in mystic communion with the spirits of the world. The world holds countless heroes, but all share one trait: a willingness to fight to reclaim the world from that which threatens it. Through noble deeds and sacrifice, the heroes of the world will forge its future.

The old flame is dim now -- the Golden Age is dead, but its spirit is still with us. Humanity will prevail. We will push back the alien invaders, and reclaim our world. We will once again reach into the spirit world. We will tame the wild forces which now hold sway over our lands. And until that glorious day...

We will survive.

The Book of the Scourge

Recorded by the Scribes of Caer Camrish

Twenty-fifth year after the Opening


Contents

Characters

There are four major choices available to players in this campaign. The first is to play a mundane. Mundanes, quite frankly, have a fairly low survival rate outside a Caer. It's possible to survive as a mundane, but it's tough. Once you've made the decision to go supernatural, you have three choices: Changing Breed (Béte), Adept, or Magician. Béte Adepts or Magicians are possible, but extremely rare. They tend to concentrate much more on the spirits. All Béte revert to Human when not in an animal form -- there are no Elvish Garou, for example. Béte Adepts are rare because Béte are not Name-Givers.

Adepts and Magicians can, then, choose from eight races, called ``Name-Givers''. Magic in this world is very strongly based on the concepts of names and patterns, so only those races capable of naming things can use magic. There are intelligent non-Name-Giver races, which are called ``humanoids''. Ogres, Giants, and Goblins fall into this category. A Goblin may learn more than any Dwarf and be smarter than any Human, but its brain just won't let it learn to use magic. Some people claim that the humanoids are Horror constructs, created in mimicry of the Name-givers. PC humanoids are possible, but come with some pretty hefty social disadvantages.

Adepts and Magicians are divided into several Disciplines. These are semi-cloistered monastic orders. Each discipline ranks its members by Circle; novices are of the first 3 circles, competent fully-trained members of the Discipline are of circles 4-8, and the great masters of the discipline are of circles 9-15. See Earthdawn for more information on Disciplines.

Species

Dwarf

Dwarf Racial Package: 38 points
Dwarfs have ST+1 (10 points) and HT+2 (20 points), but their Move is reduced by 1 (-5 points) due to their short stature. They have Infravision (15 points), the ability to see heat, and a +1 skill bonus with all Craft skills (6 points). As a race, dwarfs are Stubborn (-5 points), and have an Odious Racial Habit of being Patronizing (-1 reaction penalty, -5 points). They are noted for their quirk of Loyalty (-1 point). Dwarves have a Karma Wild of 2 (3 points)

Elf

Elf Racial Package: 23 points
Elves have DX+1 (10 points) and IQ+1 (10 points) but HT-1 (-10 points). All elves have excellent Night Vision (10 points), and are considered Attractive (5 points) by all races. They live greatly extended lives (5 points). In general, Elves strive to live in harmony with themselves and nature (-10 points). They have a Karma Wild of 2 (3 points)

Human

Human Racial Package: 5 points
Humans define the norm in GURPS. They have a Karma Wild of 4 (5 points)

Ork

Ork Racial Package: 9 points
Orks are bulky humanoids, noted for their small tusks and coarse hair. They have ST+2 (20 points), and HT+1 (10 points), but DX-1 (-10 points) and Weak Will -1 (-8 points). They are excellent runners, and have the Running skill at HT (4 points). Orks have Night Vision (10 points) and Short Life-spans (-10 points). They are Impulsive (-10 points), which for orks is biological; an ork that resists his impulses too often suffers from a heartburn-like ailment. They have the quirk of Seize Life and Shake It (-1 point). Orks have a Karma Wild of 3 (4 points)

Troll

Troll Racial Package: 33 points
Earthdawn trolls are tall humanoids with rough skin, tusks, and horns. Trolls have ST+2 (20 points), HT+1 (10 points), and Strong Will +1 (4 points). They have Infravision (15 points), Acute Vision +1 (2 points), and Short Life-spans (-10 points). Trolls have complex ideas of personal, clan, and racial honor, and do not tolerate slights easily (-10 points). They strive for a form of spirituality known as jar'arak (-1 point quirk). Trolls have a Karma Wild of 2 (3 points)

T'Skrang

T'skrang Racial Package: 29 points
T'skrang are reptilian beings, hairless with green or blue skin and remarkable crests and tails. T'skrang have DX+1 (10 points) and HT+1 (10 points). Their tails are natural Strikers, with a 1-hex reach and attacking at DX-1 (9 points). T'skrang have Semi-Functional Gills (5 points), and may stay underwater for up to HT minutes; they have Swimming skill at DX+1 (2 points) by default. The vast majority of t'skrang practice a philosophy called haropas, which involves immediately and directly confronting one's fears and regarding the universe as a challenge (-10 points). They have the quirk of Flamboyance (-1 point). T'Skrang have a Karma Wild of 3 (4 points)

Obsidiman

Obsidiman Racial Package: 58 points
Obsidimen are tall, heavy, rock-like beings. The details of their physiology and sociology are generally a mystery to the other races. They are noted for being phlegmatic and mystical. Obsidimen have ST+3 (30 points) but DX-1 (-10 points). They have 1 point of natural Damage Resistance (3 points), and 900lbs of Increased Density (45 points), which gives another DR 9 versus crushing damage. However, their Move is reduced by 2 (-10 points), and they cannot swim (-5 points). The obsidiman life-span is extremely long (10 points); this different perspective makes them Composed (5 points). All obsidimen have the Geology skill at IQ-1 (2 points). Sunlight is part of their life-cycle, and they will fall into a coma after several weeks underground (-5 points). They have a Sense of Duty to their Liferock and Brotherhood (-5 points), and a Compulsion to understand the Universe (-5 points). Obsidimen have a Karma Wild of 2 (3 points).

Windling

Windling Racial Package: 21 points
Windlings are 18"-tall humanoids with wings similar to a dragonfly. Windlings have DX+1 (10 points) and IQ+1 (10 points), but ST-3 (-20 points). They are capable of Winged Flight (30 points), and have the Flight skill at DX by default (0 points). However, when walking their Move is reduced by 2 (-10 points). They are 18" tall, and thus have the Inconvenient Size disadvantage (-15 points). Windlings have a mystical Awareness (10 points, reduced from the standard 15) of magic use, magic items, spirits, et cetera, Acute Taste and Smell +3 (6 points), and Charisma +1 (5 points). They are Curious (-5 points) and Xenophilic (-5 points), and have the quirk of Exuberance (-1 point). Windlings have a Karma Wild of 5 (6 points)

The Changing Breed

This campaign is set long before the madness of the Weaver and the sundering of the world. Animals, Name-givers, and mixed breeds have lived in harmony in the caers for thousands of years. Five types of Changing Breed are common - wolves, spiders, bears, ravens, and cats. The were-coyotes, the Laughter of Gaia, stayed outside the caers, hiding deep within the spirit world. Common sense says that they're long dead, but travellers sometimes claim to have encountered one, far from civilization, and still laughing.

Garou

The Teeth of Gaia are the least closely connected to Name-giver civilization. They are divided into several tribes. These are less structured groupings than the Disciplines, and are built as much on lineage as they are on philosophy. Non-Garou are not likely to know much of the tribal divisions, though they may have heard rumors of political dissent within the Garou Nation.

Those wishing to play Garou (or other Béte) PCs should talk to the GM about point costs and mechanics.

The Daughters of Gaia
An all-female tribe, which exalts the Earth-mother as the primary force in the universe.
Hidden Kings
A Garou faction which believes that the Fangs have grown weak with age. They plot their coups in secret.
Longrunners
These spirit-messangers chafed during the long confinement of the Scourge, but have now taken up their ancient duties with a strange glee. They carry messages anywhere, for a price.
Silver Fangs
The oldest tribe, the Fangs are the royalty of the Garou.
Get of Fenris
The Get consider themselves to be the Ultimate Warriors. They take no prisoners, give and ask no quarter, and suffer incompetence in their own ranks even less than in that of their enemies. They are vicious, intolerant, and cruel.

Ananasi

The Wisdom of Gaia are said to be immortal. Individual Ananasi have been stabbed, decapitated, burned, or hung, and yet returned later to confront their attackers. They consider themselves to be the direct descendants of Grandmother Spider, the Great Weaver. Ananasi have one great flaw -- they are incapable of digesting normal food in any of their larger forms. Most therefore eat in their spider form, though they can digest blood if necessary.

The Ananasi Queen was lost in the early days of the Scourge. Her children swear she is out there, somewhere, and that they will find her soon. What she may have become, influenced by the Horror presence in the world, is not fully known.

Gurahl

The Health of Gaia are renowned for their strength, control, and persistant connection to the spirit world. Many of the Gurahl, rather than drain the resources of the caers, placed themselves into hibernation to sleep away the Scourge. Those who remained conscious, or were born during the Scourge, are currently seeking their sleeping ancestors.

Corax

The Messengers of Gaia are as contradictory as the crows they become: solitary and omnipresent, secretive and talkative. But hey, they can fly.

Bastet

The Eyes of Gaia are everywhere. During the Scourge, their feline breed almost died out. They are recovering now, and beginning to repopulate the wilds.

Adepts

There are nine Disciplines which are commonly practiced in the area. Each of them is listed below with a brief description of its philosophy and a list of the Talents which it is particularly proficient in. It is possible for an Adept to gain training outside of his Discipline, but it is difficult. Warrior Talents don't easily fit into the world-view of most Archers, and the Warriors aren't eager to part with their most powerful secrets.

Archer

Clear sight and aim

Beastmaster

Animals are at least as important as humans. Very closely tied to the Béte.

Cavalryman

You and your mount are one.

Scout

Follow the Path.

Swordsman

Honor above all.

Cavalier

Flair and style.

Thief

Stealth. Hide. Take interesting things - not everything, only things worthy of being stolen. And don't tell anyone about it.

Troubador

Classic Bards

Warrior

The Beauty of Combat

Weaponsmaster

Forge yourself as you forge your blades

Magicians

There are four Orders of magicians; each one specializes in a particular area of magic. Wizards are by far the most versatile, though it could be argued that Illusionists are the most powerful in terms of raw mana potential, or that Elementalists are unequalled in combat-magic, or that Nethermancers have an uncanny tendency to outlive their rivals. Each Order has a brief description and a list of the Paths of magic in which it is particularly strong or weak. These are not mechanics-related - it's just unlikely that an Elementalist would be trained in Gate magic, for example.

Elementalist

Strong:
Air, Fire, Water, Earth, Plant, Making & Breaking
Weak:
Meta-Magic, Knowledge, Communication & Empathy, Protection & Warning, Necromancy, Healing, Body Control, Food, Illusion, Creation, Light & Dark, Mind Control, Gate, Tech, Movement, Sound

Illusionist

Strong:
Illusion, Creation, Light & Dark, Mind Control, Movement, Sound
Weak:
Meta-Magic, Knowledge, Communication & Empathy, Protection & Warning, Necromancy, Healing, Body Control, Food, Air, Fire, Water, Earth, Gate, Tech, Plant, Animal, Making & Breaking

Nethermancer

Strong:
Necromancy, Healing, Body Control, Food, Animal, Gate
Weak:
Meta-Magic, Knowledge, Communication & Empathy, Protection & Warning, Illusion, Creation, Light & Dark, Mind Control, Air, Fire, Water, Earth, Plant, Sound, Movement

Wizard

Strong:
Meta-Magic, Knowledge, Communication & Empathy, Protection & Warning, Tech, Making & Breaking, Gate, Creation, Mind Control, Movement
Weak:
Necromancy, Healing, Body Control, Food, Illusion, Light & Dark, Air, Fire, Water, Earth, Plant, Animal, Sound

Rules

House Rules

Béte

These are operating under very different Rage and Gnosis mechanics. The cultural problems which twentieth-century Bete encounter are changed. There is no Delerium, no Veil. There are also no Wendigo, no Children of Gaia, no Rokea...As it is for humans, the spirit world is now a very dangerous place. Travelling without a Moon Bridge, or to an unprotected destination, is unwise. Travelling alone under such conditions is suicidal.

Rage is now a power, costing 5 points/level, with an associated M/H skill. The average Lupine has a Rage of 2-6. (Rage Power) is added as a penalty to stepping sideways rolls. A Rage skill roll lets you remove Rage Power seconds from shifting. With a Rage skill roll, Rage power can be added to HT on a roll to stay conscious or avoid death. You can also make a number of Rage rolls each turn equal to your Rage power; each one you make lets you take another physical action (think of it as Full Coordination). Rage also makes it harder to interact with humans; Half of Rage power is used as a modifier to all reaction rolls - positive for intimidation, negative for aid, and so on. Any Rage roll made by 5 or more leads to Frenzy, and any time when Rage would normally be "spent" or otherwise used requires such a roll, just in case. This margin can be widened at half attribute cost (5,5,5,7.5,7.5,...). Rage rolls to check for Frenzy are also made when entering combat, when first wounded, and whenever under stress.

Gnosis has also been reimplemented as a power/skill combination, though the skill is based off of Will. You make a Gnosis (Will:M/H) skill roll every time you would have spent a point of Gnosis under the WW system. You have to accumulate twice as many points of success as you would have spent points - this can be an extended roll. You can make such a roll every (Gauntlet)/(Gnosis Power) minutes. If you get extra points of success, then assume the're evenly distributed. So if the Gauntlet is 8, your Gnosis power is 4, and you need 2 points of success but get 4, it takes 1 minute.

Every use of Gnosis builds up Taint. Taint decays at a rate of 1 per week, on a failed Taint roll (the more you've got, the slower it is to fade); a ritual similar to an Adept's Karma Ritual will increase this by half the margin of success on a check against the Karma Ritual (M/H) skill.

Gifts are also changed; most gifts are now M/H skills. Some very few are M/VH - check with your GM. Rites and Rituals now default to the Path of Accord, Path of the Caer, Path of Death, Path of the Umbra (was Mystic Path), Path of Punishment, Path of Renown, and Path of Seasons at a penalty equal to twice their White Wolf level. Each of these Paths then defaults to Ritual Magic (Garou) at -6.

Packages for the various shapeshifters can be found elsewhere. Talk to your GM. In general, Wolves, Bears, Spiders, Cats, and Crows are available. Béte are not Name-givers.

Adepts

Adepts are those people brave and crazy enough to draw the raw essence of magic into themselves and use it to power particular tricks. Some Name-givers can store different amounts of this magic (called Karma) within themselves. The mechanic for this involves a new statistics: Taint Points. Though the characters view themselves as channelling Karma from astral space, the mechanics are focused on the Taint which acrues to the Adepts' bodies.

The uses for Karma are varied -- it can be spent to improve the chance of succeeding at a task (``Wild Karma''), to make an action magical in some way (``Chanelled Karma'') or to fuel certain magical abilities, called Talents.

When a character is about to perform an especially difficult or important action in a discipline-appropriate field, the player may choose to use Karma on that action. This causes the character to gain a point of Taint, but any occurances of the ``Karma Wild'' number in the resulting roll are wild, and may be set to any number of the player's choosing. This may only be done once per die roll, however.

Sometimes simply being lucky isn't enough, and a character needs to perform in a superhuman fashion -- running straight up a wall, jump-kicking 3 guards in one second, folding a lethal dagger out of a sheet of paper, or walking invisibly through a crowded room. Any skill that the character has points in (no defaults) may be extended beyond its limits with Karma but only if used in a discipline-appropriate field. An important thing to note is that nearly the exact same result can be derived from utilizing any number of Channelled Skills. There are limits to using this technique: while one could conceivably use Karma Light Walk to walk on water, one could not use the same skill to cross a gap between rooftops. Of course, if it's a foggy night and the GM so chooses, he may allow Karma Light Walk to walk on mist... but such an effect would be expensive in terms of Taint. Karma-generated skills cannot be taught to anyone, they are physical-magical improvisations upon a theme. If such a skill is formalized into a Talent, it may then be taught to others. When attempting a use of Karma to enhance a skill, the Adept must take at least one turn to Concentrate. Then he will roll against (mundane skill-3) and gain a minimum of 1 Taint per effect, whether or not the roll succeeds. At the GM's discretion, a higher Taint cost may be levied for more difficult effects.

If a character is consistently using the same Channelled Skill and effect, it would be appropriate to define it as a Talent. Compare Stealth and Invisibility Art, for example. One could make the argument that Invisibility Art started out as Karma Stealth. The new skill should have strict limits on the duration and effect. The player and the GM should work together to set the name, skill difficulty, prerequisites, skill description, concentration time, effects, and any additional requirements (Taint accumulation, acupuncture needles, pure elements, etc.) needed for the skill. Some handy rules of thumb: M/H skills tend to require (20-skill level) turns of concentration; M/VH skills tend to require (25-skill level) turns of concentration; and prerequisite skill levels should be a minimum of 12+.

Many Talents are already defined, and are listed in a different section of this document. Which Talents are available to a given character will depend on which Disciplines he is a member of and what Circle he has acheived. These are purely social requirements, of course - it's just that Archers don't normally teach all of their neat tricks to people who don't believe that Clear Sight is the driving goal of all mankind.

Taint normally reduces itself by one point per week, on a failed Taint roll (the more you've got, the slower it fades). Performance of the Karma Ritual (M/H) taught by the appropriate Discipline will reduce it by half the margin of success.

Magicians

There are several groups of magicians, each of whom structures their magic differently. However, to keep things simple, most of them will use the same mechanics. Spells are small, simple patterns woven in astral space. Each spell pattern is composed of a certain number of threads. Each thread takes a few minutes to weave into the spell's pattern, though very skilled mages can weave faster, at the cost of some sloppiness with respect to acquiring Taint. Once a magician has finished weaving a spell pattern together, it remains attached to his pattern until he activates it.

When a spell pattern is activated, threads whip out, connecting it to the pattern of the target. The spell threads fill with mana, and something magical happens. This connection to astral space has a chance of attracting something nasty to the magician's vicinity; the mechanic for this is called Taint. Whenever a magician hurries his weaving of a spell, he increases his Taint rating by the cost of the spell. When the Taint rating gets high enough, Bad Things happen. It is well known that Bad Things happen more in the areas where Horrors were prevalent. You have been warned.

To play a magician character, you must buy the ``Unusual Background: Magician (10)'' advantage. This grants no bonuses to learn spells or magical skills, but it does provide a very rudimentary ability to sense enchantments and changing mana levels on a Thaumatology roll.

Magicians learn spells in related groups called Colleges. No College skill may ever be known at a level higher than the magician's Ritual Magic skill, which represents his general familiarity with magic. All Colleges default to Thaumatology(Tradition)-6. All Colleges are M/VH skills.

Individual spells are learned as maneuvers off of whatever college they're a member of, at a penalty which depends on their cost to cast (See 2.4). Most spells are Average Maneuvers; M/VH spells become Hard Maneuvers (See 2.4). You still must meet all the prerequisites for a spell before you can study it, and you can never raise it above the level of its college. Prerequisites which refer to levels of Magery now require an appropriate level of Thaumatology: 15 for Magery 1, 18 for Magery 2, 21 for Magery 3.


 
Spell Type Default Penalty
Regular (M/H) Cost to Cast + 1
Regular (M/VH) Cost to Cast + 2
Area Base Cost 2
Variable Cost (e.g. Missile) Adjusted Cost to Cast +1 or +2


 
Table: Maneuver Costs
 
Level P/*/A P/*/H M/*/A M/*/H M/VH/A M/VH/H
Default 0 0 0 0 0 0
Def+1 1/2 1 -- -- -- 1/2
Def+2 1 2 -- 1/2 1/2 1
Def+3 2 4 1/2 1 1 2
+1 Beyond +2 +2 +1/2 +1/2 +1 +1

Hurrying the casting process, or ``fast-casting'', generates Taint. So what happens when your Taint builds up? The same thing that happens to Béte or Adepts: it is applied as a penalty to all tasks involving creativity, innovation, or hope. It is applied as a bonus to any roll for a Horror to notice or target you. High Taint is Bad News. Low but non-zero Taint may be a reasonable price to pay for a particular effect, however.

A few other changes to the system:

Talents

Augury
M/VH, default(SK:Theology-4, SK:Occultism-3), page(CI137)
Autohypnosis
M/H, page(CI137)
Blind Fighting
M/VH, needs(ADS:Trained by a Master | ADS:Weapon Master), page(CI138)
Blinding Touch
M/VH, needs(SK:Pressure Points=15, ADS:Trained by a Master | SK:Pressure Points=15, ADS:Weapon Master), page(CI138)
Body Control
M/VH, needs(SK:Breath Control, SK:Meditation, ADS:Trained by a Master | SK:Breath Control, SK:Meditation, ADS:Weapon Master), page(CI138)
Breaking Blow
M/H, needs(ADS:Trained by a Master | ADS:Weapon Master), page(CI138)
Change Control
M/H, needs(ADS:Multiple Forms), page(CI138)
Chi Treatment
M/H, default(IQ-6), page(CI138)
Dislocating
P/H, needs(SK:Escape=15, ADS:Trained by a Master | SK:Escape=15, ADS:Weapon Master), page(CI138)
Dreaming
M/VH, default(IQ-10), page(CI139)
Drunken Fighting
P/H, needs(SK:Judo=16, ADS:Trained by a Master | SK:Karate=16, ADS:Trained by a Master | ADS:Weapon Master), page(CI139)
Persuade (Enthrallment)
M/A, needs(SK:Bard=12, ADS:Charisma), page(CI139)
Sway Emotions (Enthrallment)
M/A, needs(SK:Persuade (Enthrallment)=12, ADS:Charisma), page(CI139)
Suggestion (Enthrallment)
M/H, needs(SK:Persuade (Enthrallment)=12, ADS:Charisma), page(CI139)
Captivate (Enthrallment)
M/H, needs(SK:Suggestion (Enthrallment)=12, ADS:Charisma=1), page(CI139)
Fire Walking
M/H, default(Will-5), page(CI140)
Flying Fists
M/VH, needs(SK:Karate=20, SK:Power Blow=16, SK:Breaking Blow=16, SK:Mental Strength=16, SK:Meditation=16, ADS:Trained by a Master), page(CI140)
Flying Leap
M/H, needs(SK:Power Blow, SK:Jumping, ADS:Trained by a Master), page(CI140)
Hand of Death
M/VH, needs(SK:Breaking Blow=20, SK:Pressure Secrets=20, SK:Power Blow=20, ADS:Trained by a Master), page(CI140)
Hypnotic Hands
M/H, needs(SK:Hypnotism=15, ADS:Trained by a Master), page(CI141)
Immovable Stance
P/H, needs(ADS:Trained by a Master), page(CI141)
Invisibility Art
M/VH, needs(SK:Hypnotism=16, SK:Stealth=16, ADS:Trained by a Master), page(CI141)
Kiai
P/H, stat(HT), needs(ADS:Trained by a Master), page(MCI141)
Light Walk
M/H, needs(SK:Acrobatics=15, SK:Stealth=15, ADS:Trained by a Master), page(CI142)
Lucid Dreaming
M/E, default(Will-4), page(CI142)
Meditation (Cinematic)
M/VH, page(CI142)
Meditation (Realistic)
M/H, default(IQ-5), page(CI142)
Mental Strength
M/H, needs(ADS:Trained by a Master | ADS:Weapon Master), page(CI142)
Mountain Heart
M/VH, needs(SK:Body Control=15, ADS:Trained by a Master), page(CI142)
Muscle Reading
M/VH, needs(SK:Physiology, SK:Psychology, ADS:Trained by a Master), page(CI143)
Nei Tan
M/VH, page(CI143)
Power Blow
M/H, needs(ADS:Trained by a Master | ADS:Weapon Master), page(CI143)
Precognitive Parry
M/H, needs(ADS:Trained by a Master, ADS:Danger Sense, SK:Precocognition=15, SK:Weapon=20, | ADS:Trained by a Master, POWER:ESP=3, SK:Precocognition=15, SK:Weapon=20), page(CI143)
Pressure Points
M/H, default("SK:Yin/Yang Healing"-4), needs(ADS:Trained by a Master), page(CI144)
Pressure Secrets
M/VH, needs(SK:Pressure Points=18, ADS:Trained by a Master), page(CI144)
Push
P/H, needs(ADS:Trained by a Master), page(CI144)
Ritual Magic (specialize)
M/VH, page(CI144)
Shapeshifting
M/H, needs(ADS:Morph, ADS:Planar Travel), page(CI144)
Sonar Imaging
M/A, needs(ADS:Sonar Vision), page(CI145)
Throwing Art
P/H, needs(SK:Throwing=16, ADS:Trained by a Master), page(CI145)
Yin/Yang Healing
M/H, default(IQ-6), page(CI145)
Zen Archery
M/VH, needs(SK:Bow=20, ADS:Trained by a Master), page(CI145)

About this document ...

The Book of the Scourge

This document was generated using the LaTeX2HTML translator Version 98.1 release (February 19th, 1998)

Copyright © 1993, 1994, 1995, 1996, 1997, Nikos Drakos, Computer Based Learning Unit, University of Leeds.

The command line arguments were:
latex2html -split 1 intro.tex.

The translation was initiated by Brian T Sniffen on 1999-09-13


Brian T Sniffen
1999-09-13