GURPS Trystell

From Tab Wiki

Jump to: navigation, search

Contents

Setting & Culture

Cultural Familiarities

There was a lot of cultural unification and purging during the Golden Age and back then it might be argued that cultures became similar enough that they might have been covered by a single Cultural Familiarity, but cultures since then have drifted in different directions and there are a number of distinct Cultural Familiarities on Trystell. Many of these Cultural Familiarities correspond with the different religious influences and are named accordingly.

  • Blaugh'Ock: The cultures of the colonialists from Blaugh'Ock fall under the Blaugh'Ock cultural familiarity.
  • Cebu: Found almost exclusively on the isolated island of Cebu, this culture is a mix of ideals and norms that others would find very odd.
  • Eorian: Found in the under-water country of Eoris and the surrounding seas, this culture embraces order.
  • Fonlel: The northern-most culture on the world of Trystell, the Fonlel culture encompasses a wide variety of isolated peoples.
  • Grichomic: The dominant culture of the country of Grichom and the surrounding lands within its sphere of influence. It is militant and heavy influences by the teachings of Zuriach.
  • Grundz: Followed by those inhabitants in the southern continent of Lanstrin.
  • Kalid: While not a part of Trystell proper, the kalids of the Kalid Realm follow this culture.
  • Kebeshown: The empire of Kebeshown is no more, but in the seas where it once stood its culture hangs on.
  • Licadian: Primarily found in the southwest regions of Trystell--namely, the country of Licad and the surrounding regions within its sphere of influence. This cultural familiarity is followed by a number of races found in those regions.
  • Quaklonian: Quaklon was once a mighty political force before the country was forcibly divided during the Lunar Occupation. Nevertheless, its cultural influence lives on.
  • Rouh: The country of Rouh is the last land on Trystell that maintains active ties to Blaugh'Ock. This hybrid culture remains dominant there.
  • Underciv: Never culturally united during the Golden Age, the Underciv cultures are found primarily under the surface of Trystell.
  • Veglial-Vognash: The hybrid culture of the elves in Veglial and the orcs of the former country of Vognash.
  • Wala'Duran: The sea elves of Wala'Dur have long had a culture all their own.
  • Zomp'rian: This is a culture found on the isolated island of Zomp'r.

Technology

Technology on Trystell in general is an early TL4 (and is treated as such for game purposes), with a great divergence in some areas. Military technology is still primarily TL3, with the exception of the presence of light fencing weapons (a TL4 invention). Gunpowder--while known to the tinker gnomes--is not generally widely known and even where it is known has a stigma as being a dangerous gnomish (and consequently not something any rational person would use). (Also note that the presence of magic removes many of the incentives to pursue the development of gunpowder in the first place). Transportation also is early TL4, with the advent of three-masted sailing ships and stagecoach. Similarly, the generation of power is TL4, with the existence of improved windmills and some knowledge of clockwork. Biotechnology is still early TL3, with medics still struggling with crude prosthetics (another product of the existence of magic, as the existence of healing magic tends to negate most of the incentives to study the body). Finally, abstract political, economic and mathematical theory is by far more advanced than it was on Earth in the Renaissance, with these areas being a mature TL5.

There are some backwards regions on Trystell where the local technology level falls back to TL3 or even as far back as TL1. Additionally, tinker gnomes and aqua gnomes are both more advanced than most of the world, being late TL4 with a few scattered inventions of later TLs. These two groups are still both treated as being late TL4 (although many gnomes have the Gadgeteer advantage and work on inventions of a higher TL). The gnomes are at TL4 in biotechnology. Similarly, both of those types of gnome are at late TL4 in power generation. These gnomes are fully TL3 in military technology (having crude gunpowder). Finally, aqua gnomes have a few TL4+2 transportation technologies, having reliable submersibles (which they frequently use to reach their underwater cities).

Lastly, the society on Blaugh'Ock (while it is not a part of Trystell proper) is significantly advanced and is considered to be TL4+1. Technological differences are numerous, with medicine being full TL4+1 (kalid magic--and thus healing magic--is stigmatized on Blaugh'Ock, giving more incentive to pursue studies in biology). Electricity is known, as are batteries and the Blaugh'Ocks have a peculiar mix of electric power and lunar magic in many of their technologies. Military technology on Blaugh'Ock is still late TL4. Despite these tech level classifications, Blaugh'Ocks often seem more advanced than the numbers would indicate, as they make extensive use of lunar magic in their devices and technologies. An extreme example of this is the Blaugh'Ock skyships--the way that the Blaugh'Ocks got to Trystell during the Lunar Invasion.

Economics & Money

On Trystell, the currency system was standardized during the Golden Age. As the legacy of this system is still the norm, complicated exchange rates are generally not a problem. There are three internationally recognized units of currency on Trystell. Those are the gold piece, the silver piece and the bronze piece. In addition, there is a fourth type of currency that has been promoted recently by the New Consortium. This new type of currency is an attempt to establish a new standard. It’s called the saltite. The Trystellian units of currency convert to GURPS $ as follows:

Saltite (Slt): $1000
Gold Piece (GP): $100
Silver Piece (SP): $10
Bronze Piece (BP): $1

Languages

The standardizations of the Golden Age resulted in the loss of many languages formerly spoken around Trystell. Consequently there are many dead languages that can still be found in ancient ruins that have no modern descendants. Nevertheless, a number of languages survived and/or have been resurrected in recent years. The largest ones are as follows:

Language	Typical Speakers 	Alphabet	Defaults
Standard	Everyone		Standard	Protostandard (Broken)
Protostandard	Scholars		Standard	Standard (Broken)
High Kalid*	Kalids, Scholars	Kalid		None
Blaugh’Ock	Blaugh’Ocks		Kalid		None
Bushmen**	Bushmen			Kalid		Blaugh’Ock (Broken)
Underciv	The Underciv		Underciv	None
Neo-Bala’Umn	Bala-Umnians		Cad		Old Cad (Broken)
Neo-Cebuese	Cebuese			Grichomic	Grichomic (Broken)
Neo-Cad		Quadrant of Linquad	Cad		Old Cad (Broken)
Old Cad		Scholars		Cad		New-Cad, Neo-Bala’Umn (Broken)
Eorian		Quadrant of Eios	Eorian		Grundz (Broken)
Fonlelial	Fonlels			Fonlelial	None
Quaklonian	Quaklonians		Quaklonian	None
Grundz		Quadrant of Eios	Eorian		Eorian (Broken)
Grichomic	Quadrant of Zuriach	Grichomic	New-Cebuese (Broken)

* These languages are known mostly by scholars and thus generally characters will know only the written form of the language. High Kalid, though, is still spoken by some kalids and the kalids may know the spoken form of the language.

** Most Bushmen are illiterate and the written form of the language is primarily only used on Blaugh'Ock.

Equipment

The following new pieces of equipment can be found in the Trystell setting.

TL Armor Locations DR Cost Weight LC
3 Dragonscale Corselet torso, groin 6/12* $6,000 17 lb. 3
3 Dragonscale Leggings legs 6/12* $5,000 10 lb. 3
3 Dragonscale Sleeves arms 6/12* $5,000 8 lbs. 3
3 Dragonscale Helm skull, face, neck 7/14* $1,000 5 lbs. 3
3 Dragonscale Gauntlets hands 5/10* $1,000 2 lbs. 3
3 Dragscale Sollerets feet 4/8* $1,000 4 lbs. 3
4 Gelsuit torso, groin, arms, legs 2 $2,000 16 lbs. 2

Dragonscale Armor: A prized possession of either very rich or very accomplished fighters, dragonscale armor is similar to scale mail, but uses the smaller scales of a great dragon. It grants the lower DR value (noted above) to most attacks, but against attacks of the type associated with the dragon the armor was made from, it grants the higher of the values. The different possible types of damage different dragonscale armors give their high DR values to are as follows: burning (from fire), burning (from electricity), corrosion, fatigue (from cold). Also note that the Dragonscale Helm gives the No Peripheral Vision disadvantage when worn.

Gel Suit: The favored armor of Blaugh’Ock agents, Gel suits are made of a rubbery material which is durable like leather, but which contains numerous flexible tubes that circle throughout the armor. A small device on the thigh of the suit continuously pumps an alchemical healing liquid through these tubes. In this way, if the suit's DR is penetrated, the healing liquid will leak out, granting the wearer Regeneration (Very Fast) for 3d rounds until the liquid begins to coagulate, creating a makeshift repair in the suit. Once they have leaked in this way, they require a refill of the healing liquid until they function in this way again. These refills cost $200 apiece and weigh in at 1 lb. They are prepared using a secret alchemy technique closely held by a handful of companies on Blaugh'Ock. It is known, however, that this technique involves Kalid Magic--a fact that some from Blaugh'Ock prefer to overlook. Gel Suits are also flexible and start to wear down after a number of penetrations (it is highly suggested to use the Damage to Objects rules; B483). Gel Suits are extremely difficult to repair. They cost 1/2 the price on Blaugh'Ock.

TL Weapon Damage Reach Parry Cost Weight ST LC
4 Electric Fork thr imp + 1d burn 1, 2 0F $2000 5 lbs. 10 2

Electric Fork: The standard weapon of Blaugh’Ock agents on Trystell, the electric fork has a handle like a saber from which two long rapier-like blades extend, about an inch apart [attacking with an electric fork uses the Rapier skill]. The handle of the weapon is bulky, for it contains a power cell wrought by the advanced civilization on Blaugh’Ock. When a opponent is struck by an electric fork, both blades hit the opponent’s flesh, thus creating an electric circuit. In addition to dealing the usual impaling damage, the weapon deals an extra 1d burning damage from the electricity when thrust. Each use in this manner consumes a charge. Each power cell is only good for 3d charges, after which the cell needs to be replaced and the weapon no longer deals burning damage. Replacement power cells cost $200. The ability of the weapon to deliver charges can be turned off or on with an Armory (Melee Weapons) roll. They cost 1/2 the price on Blaugh'Ock.

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC
4 Pocket Musket 1d+1 pi 1 80/650 0.5 1 2 (4) 9 -1 2 $1000 2
4 Rotating Pistol 2d-1 pi 1 100/900 2.5 1 4 (4) 10 -2 2 $2000 2
4 Spiral Musket 3d pi 4 700/2000 9 1 1 (5) 10t -6 3 $4000 2

Pocket Musket: A small firearm used on Blaugh'Ock, made to be able to be hid inside a pocket or other small location. They cost 1/4 the price on Blaugh'Ock. This weapon uses the Guns/TL4+1 (Pistol) skill.

Rotating Pistol: This Blaugh'Ock firearm has a rotating chamber inside the gun, allowing it to hold four shots instead of the normal one or two. They cost 1/4 the price on Blaugh'Ock. This weapon uses the Guns/TL4+1 (Pistol) skill.

Spiral Musket: This firearm is an advancement over the older Blaugh'Ock muskets in that it has a rifled barrel, allowing for greater accuracy. They cost 1/4 the price on Blaugh'Ock. This weapon uses the Guns/TL4+1 (Musket) skill.

Blaugh'Ock Ammunition: Ammunition for all types of Blaugh'Ock firearms (whether listed here or not) costs $20 per shot and weighs 1/5 lb. Like other Blaugh'Ock equipment, this is 1/2 the price on Blaugh'Ock itself.

Gnomish Ammunition: Gnomish ammunition--for all types of gnomish firearms, whether listed here or not--costs $10 per shot and weighs 1/5 lb. The lower price is offset by it's lower Malf.

TL Vehicle ST/HP Hnd/SR HT Move (G) LWt. Load SM Occ. DR Cost
4+1 Sky Ship 50 -2/3 10f 30/9000 (3G) 35 5 +4 2+4SV 12 $750K

Sky Ship: The infamous sky ships were the means with which Blaugh’Ock invaded Trystell during the Lunar Invasion. They are magical and technological marvels that can transverse the great distances and the void between the moons. Made from sturdy, magically-reinforced oak and steel, sky ships weigh in at 30 tons. They normally hold a captain and crew of three men. At any given time it takes two men to steer the sky ship—one in the bridge doing the actual navigation [using the Piloting/TL4+1 (Aerospace) and Navigation (Space) skills] and one in the engine room, tending to the machinery [using the Mechanic/TL4+1 (Aerospace Vehicles) skill]. The crew if hard pressed can rotate shifts in tending the ship, with two twelve-hour shifts per day. A sky ship can normally hold a cargo of 10,000 lbs. The other statistics are listed below. Typically, the ship carries from two to six weeks of spare rations, as well as two spare sets of engine parts and navigating equipment (totaling up to 500 lbs. of equipment). A typical journey between Trystell and Blaugh’Ock takes three weeks.

Kalid Parts: To make use of kalid magic, one has to absorb the innate magical energy of kalid parts and channel that absorbed energy into a spell. These parts are the preserved remains of a specific type of magical creature known as a kalid. Typically a kalid is hunted, slaughtered, cut up carefully and preserved. Preserving a kalid requires a successful Expert Skill (Taxidermy) roll. A typical adult kalid yields 30 high quality units of kalid parts (taken from the heart, liver, brain, etc.), 150 average quality kalid parts (taken from the flesh, intestines, etc.) and 300 low quality kalid parts (taken from the skin, nails, hair, etc.) Preserved parts can last for 1d-2 years. They weigh 1/5 lb. per unit.

Good quality kalid parts give +2 to casting rolls when using the energy that was absorbed from them; they sell for roughly $5 a unit. Average quality kalid parts give no bonus to casting (and are the defualt assumed type when purchasing); they sell for $1 a unit. Poor quality kalid parts give -2 to casting rolls; they sell for $1 per 10 units. All types of kalid parts give an additional +2 bonus to casting rolls from their abrorbed energy when used fresh--without preservation and within 24 hours of when the kalid was slaughtered.

Lunar Magic Devices: Lunar magic devices are manufactured by large factory-complexes left on Trystell from the Lunar Occupation. They are strange-looking irregularly-shaped things, roughly a cubic inch and covered with odd markings. Of the devices there are countless different types, and few on Trystell fully understand the ways they work or what differences there are between the types. What is known is that magical energy can be absorbed from these devices and that the quality of the individual device--which varies with the state of disrepair the factory-complex that created it is in--influences how well the casting goes. Once used, lunar magic devices are no longer usable. The shell of the device remains (and can be re-manufactured in another factory-complex). The devices, once created, last 2d years before the magical energy fully escapes. On average, they weigh 1/10 lb. per device.

The quality of lunar magic devices varies, granting the user from a +2 bonus to a -2 penalty to casting rolls. An excellent quality device that grants a +2 bonus tp casting rolls when using energy from that device, costs $10, while a device that grants only +1 to such rolls costs $5. Devices that grant no bonus cost $2, devices that give a -1 penalty cost $1 and devices that give a -2 penalty are $1 per 5 devices. Used devices can often be sold back to suppliers at the rate of $1 per 10 units, regardless of the quality (as the new manufactured quality depends on the factory-complex, not the device).

Magine Plants: Used in the casting of magine magic, magine plants are a family of plants relatively new to Trystell, and consequently more rare and expensive. While many varieties are superficially similar to mint or basil plants, others have small vines and runners. Typically the leaves of a magine plant are trimmed, dried and sold for use in magine magic. They last for 1d months and weigh 1/100 lb. per unit. If a living plant is purchased, it requires adequate sunlight and water to grow (the exact amounts of which vary with species). Magine plants are annuals, producing 1d units of magine leaves per week for a period of 3d+10 weeks, if in good health, before dying off. Near the end of its lifespan a magine plant will produce 1d-1 seeds. If planted and allowed to germinate, they will start producing magine within 2d+3 weeks. Properly caring for a magine plant requires a Farming or Gardening roll. More units may be taken from a magine plane (up to 4d+1) but the plant will die as a result. Magine leaves cost $50 per unit. Purchasing a plant from seed costs $900, while purchasing a grown and newly-producing magine plant costs $1500.

Poisons

Kiss of Maoh: The most deadly poison known on Trystell, it is a paste created from the rare Kiss of Maoh herb that grows in remote desert climates. This poison is created from boiling the leaves of the herb to extract the oil, which then congeals. A favorite means of assassination among the wealthy and ambitious. If one knows what Kiss of Maoh smells like (a Poisons-2 roll) then it can be detected in food on a successful Taste/Smell roll, with a penalty appropriate for how pungent the food is.

  • Delivery: Digestive Agent.
  • Resistance: HT-10.
  • Onset/Interval: 10 rounds.
  • Cycles: 10
  • Cost: $6000.
  • Legality: LC0.
  • Effect: Upon injection, the target takes 8d toxic damage, repeating every 10 rounds (30 seconds). If the target fails her HT roll by 5 or more, she also suffers a Heart Attack. Even on a successful roll, the target suffers from Terrible Pain for 1d days and suffers the effects of a Seizure.

Linquain: Often used to poison weapons; particularly popular among high-paid assassins.

  • Delivery: Blood Agent.
  • Resistance: HT-1.
  • Onset/Interval: 3 rounds/10 min.
  • Cycles: 6
  • Cost: $1000.
  • Legality: LC1.
  • Effect: On it's initial effect, this poison causes Retching and the loss of 3d fatigue. On each additional cycle, it does 3d toxic damage to the target.

Hogwa: A favored poison used by elite military units that specialize in strike-and-run tactics.

  • Delivery: Blood Agent.
  • Resistance: HT-2.
  • Onset/Interval: 10 rounds/1 hour.
  • Cycles: 6
  • Cost: $520.
  • Legality: LC1.
  • Effect: On it's initial effect, this poison causes the target to become Drowsy; on later cycles it causes 2d fatigue damage.

Rappan: This is another poison, often used as a setup to an assassination.

  • Delivery: Digestive Agent.
  • Resistance: HT-3.
  • Onset/Interval: 10 min.
  • Cycles: 12
  • Cost: $260.
  • Legality: LC1.
  • Effect: The target suffers moderate pain and 1d toxic damage per cycle.

Zinco: A common poison to put on traps.

  • Delivery: Blood Agent.
  • Resistance: HT-4.
  • Onset/Interval: 1 hour.
  • Cycles: 4
  • Cost: $100.
  • Legality: LC1.
  • Effect: The target suffers 3d toxic damage and hallucinations each cycle. On a failure of 5 or more, she suffers a seizure as well.

Bonita: A common poison to coat weapons with.

  • Delivery: Blood Agent.
  • Resistance: HT-5.
  • Onset/Interval: 1 hour.
  • Cycles: 12
  • Cost: $70.
  • Legality: LC1.
  • Effect: The target suffers from coughing and loses 2d fatigue each cycle.

Teewe: Another common poison, feared because it attacks the mind.

  • Delivery: Digestive Agent.
  • Resistance: HT-1.
  • Onset/Interval: 8 hour.
  • Cycles: 2
  • Cost: $20.
  • Legality: LC1.
  • Effect: The target experiences euphoria and her IQ is reduced by one. After 8 hours she rolls HT; on a failure the IQ loss is permanent.

Fuanik: A poison often used on political figures for its scarring effect.

  • Delivery: Contact Agent.
  • Resistance: HT-2.
  • Onset/Interval: 1 hour.
  • Cycles: 2
  • Cost: $50.
  • Legality: LC1.
  • Effect: The target experiences moderate pain, as her skin begins to boil and die. This causes the target to acquire the Bad Smell disadvantage for the duration of the effect, along with reducing her level of Appearance by one. After one hour she rolls HT; on a failure the loss of Appearance is permanent, as the skin scars over.

Magic

There are three types of magic on Trystell: Kalid Magic, Lunar Magic and Magine Magic. Each of these types of magic have a different source of magical energy and a different range of effects that are possible with that type. Despite the flavor differences, however, mechanically each type of magic functions alike.

Trystell uses the powers system for magic rather than the standard GURPS magic system. This means that each type of magic has its own power talent, but possession of the power talent is not required before purchasing spells. Spells are modeled as advantages. Only one type of magic and one power talent (of the same type) can be bought for a character unless that character also purchases the Unusual Background (Cross-Magical Training) advantage. The power talent may be bought up from level 1 to level 4. After purchasing level 4 you have reached the peak of known magical ability and can purchase Unusual Background (Archmage), as at that point the character is an archmage and archmagi are very rare. Each level purchased of a power talent grants a limitation to all spells of that type of magic; this limitation is called "Talent" and is worth -10% for each level of power talent the character has. Thus, for example, if a character has three levels of Kalid Mage Talent, then all her kalid magic spells have the Talent, -30% limitation. (Note that since a character can never have more than four levels of a power talent, the limitation will never exceed 40%.) When a new level of power talent is bought this limitation is applied retroactively, even to spells that were already known. The extra character points this frees up must immediately be allocated towards other spells of that type of magic, representing the epiphany of magical insight gained from the character's breakthrough in understanding that magic.

One type of magic--magine magic--is very new to Trystell and doesn't have the social structures in place to commonly teach or advance it. This makes it somewhat rare. Consequently, because of its rarity, taking the Magine Magic power talent requires also taking the Unusual Background (Magine Mage) advantage.

When a character acquires a particular type of magic, repeated use of that type of magic has an effect on the character's soul, weathering it and altering it to function with that form of magic. While this may help a character along in using that form of magic, it makes it difficult to acquire the ability to use the other two types of magic. Thus, once a character has one type of magic, to acquire another she must first purchase Unusual Background (Cross-Magical Training).

All spells require magical energy to cast, which first must be extracted from the source associated with the type of magic to be cast. The extraction requires a ritual that takes roughly an hour. Once absorbed, the character must be able to store that magical energy within her body until channeled into the spell. This is represented mechanically as the character's Magic Points (a special form of Fatigue Point). Each spell costs a magic point to cast and a character may have a number of magic points equal to her Will. The ritual to absorb magic energy restores all Magic Points the character has resources to extract magical energy and restore from. This may be done multiple times a day, but the ritual requires the mage's concentration and activity, thus she does not regain normal fatigue from rest while performing the ritual, nor may she do other significant tasks while performing the ritual. The energy used to fill up these magic points is specific to the type of magic the energy was extracted for, consequently mages with Cross-Magical Training have to split their Magic Points between the different types of magic they know. Magic absorbed into the mage's bosy in this way will remain available for a number of days equal to the mage's Will, or until used, at which point the absorbed energy seeps away.

Learning and Upgrading Spells

Acquiring new spells requires intensive study, usually without actually casting the spells at first, as components to extract magic from can add up and get expensive. To learn a new spell the character must first find a teacher or spell written out on a scroll or book. Then she must practice. (Spells can be learned through study as per the standard Learning Through Study rules.) Once the character has enough character points to purchase the spell, she learns the spells and can cast it from then on.

Most spells have a base form and upgraded forms that can be purchased sequentially. These upgraded forms may be learned through practicing the spell and do not require a teacher. They may be upgraded only in the ways defined in the spell description with one exception: Any spell may be upgraded to have the Variable enhancement at any time after the spell is initially purchased. This enhancement simply allows the spell to be cast at lower power levels if the caster chooses.

Archmages have more flexibility in their spells. An archmage may upgrade spells she knows with enhancements beyond those listed in the spell description and may also research and learn new spells that are not in the list--and then she can teach those new spells to others, which is how new spells come about--provided the spell has an effect achievable thematically for the type of magic. If players want to begin doing this they should work out with the GM on a case-by-case basis what enhancements, upgrades and new spells are possible.

Casting Spells

When a spell is cast, the player specified the spell, the target and any necessary options, then rolls against IQ. An attempt to cast a spell--whether successful of not--requires that the character spend a Magic Point. Most spells require only the expenditure of a magic point at casting, but some may require an expenditure at regular intervals to maintain the spell. The player's level of her Power Talent for that type of magic adds as a bonus to the casting roll. Furthermore, there are a number of other factors that may modify the roll:

Spells Maintained: Mages find it more difficult to maintain the effects of multiple spells at once than they do to maintain a single spell. Each spell the mage already has in effect gives a -1 penalty to cast further spells. If the spell in effect requires Concentration, then the penalty increases to -3 per sny such spell.

Casting Rituals: By default, all spells require two-handed gestures, subtle foot motions like dance steps, and a clearly spoken incantation. However, any wizard may choose to omit parts of the ritual by accepting a penalty to skill. Omitting the foot movements requires a -2 penalty. Gestures with only one hand require a -2 penalty, while casting with no hand gestures at all requires a -4 penalty. Softly spoken incantations demand a -2 penalty, and no incantation requires a -4 penalty. If, on the other hand, a wizard has time to be especially precise with his movements and speaks the incantation loudly and articulately, doubling the casting time, he gets +1 to his effective skill. Each of these also gives an equal penalty to Per-based Thaumatology rolls by others to identify the spell.

Encumbrance: Being that spells require very specific arm and leg movements to cast properly, one's encumbrance level applies as a penalty to all casting rolls. So -0 for no encumbrance, -1 for light encumbrance, etc. If you are already taking penalties to omit all arm and leg movements (-6 total) then the encumbrance penalty does not apply (as there are no significant movements to weigh down). Omitting only partial arm and leg movements grants no reduction in the encumbrance penalty.

Special Effects: Some mages may want to enhance their spells in cosmetic ways, such as make the fire in a Fireball bright green or case the smoke conjured in some spell rise in the shape of a skull. Mages may make subtle alterations to their castings to achieve these effects, but no such effect may have a mechanical effect (such changes as that require archmagery and research on how to enhance a spell). To achieve these effects, the casting roll takes a penalty of -1 to -5, depending on the effect.

Distance: Some spells have a distance penalty. Use the appropriate distance penalty table. For maledictions this, by default, is -1 per yard.

Spell Components: The quality of the spell components that the magical energy was extracted from may also give a bonus or penalty to a casting roll. Particularly bad quality spell components--like old magine leaves or dampened lunar magic devices--may be -1 to -10 on casting rolls (the extact penalty being unknown to the character until the time of casting, although often defects in the components will be obvious before the magical energy is extracted). Other times high quality or rare components--such as a specially-preserved kalid heart or the thickened sap of a rare variety of magine plant--may give a +1 to +10 bonus. Some rare and esoteric spells may even require special components.

Legality

Like various artifacts of technology, spells in Trystell have a Legality class rating as well. While the particular legality of different spells varies somewhat between the different regions (and the enforcement of such varies greatly between different regions), in general the legality class of spells tends to be as follows:

Most spells are LC3, meaning that in more controlled societies spellcasters are required to obtain a writ to practice their magic. Low-powered fertility charms and the like may be not as restricted and be LC4. All damage spells would be LC2 in most societies, with particularly explosive or collateral-damage causing spells possibly being LC1. Divination is another restricted class of spells, there being privacy concerns, and divination is typically LC1, although some very vague fortune-reading divination magic may be LC2 or 3. The creation of undead and similar necromancy is not looked highly upon and consequently is LC1 or even LC0 most places. Similarly, resurrection is seen in most societies as an abominable act (even worse than raising mindless undead) and thus is LC0 most places.

In many places obtaining a writ of license to practice magic may hinge upon membership in the appropriate organization (such as the Kalid's Guild or Society for Lunar Preservation).

Kalid Magic

Kalid magic is known for its subtle manipulations: it's illusions and mood-influencing spells. Additionally, it covers the manipulation of bodily energies, both those that heal and those that harm. The spells that can be purchased if one has the Kalid Magic Talent are as follows:

  • Alternate Form, Alter Sex, Burning Touch, Chameleon Skin, Chilling Touch, Compel Truth, Culture Sense, Curse, Darkness, Deathskin, Dehydrate, Detect Magic, Diminutation, Disrupt Magic, Emotion Control, Fear, Feeblemindedness, Flash, Frog, Future Sense, Giant Growth, Hand of Death, Heal Afflictions, Heal Disease, Heal Injuries, Heat Vision, History Sense, Hypothermia Attack, Illusion Disguise, Images, Invisibility, Leprous Touch, Levitate, Light Beam, Madness, Magical Watchman, Mental Blow, Mental Fingers, Mental Illusions, Mental Paralysis, Mental Stab, Mental Trance, Mind Shackles, Mind Speak, Mindwipe, One With the Fishes, Pain, Paralyzing Touch, Paralytic Bite, Pestilence, Psychic Vampirism, Pyrokinetic Attack, Raise Intact Undead, Raise Mummified Undead, Raise Rotting Undead, Raise Skeletal Undead, Scrying, See Beyond the Walls, Sense the Omens, Shove, Sickness, Silence, Sleep, Slow, Sound Effects, Speed-Demon, Speak to the Dead, Speak to the Elements, Steal Energy, Steal Life, Strike Blind, Suggest, Sustenance, Telekinetic Squeeze, Thunderclap, True Sight, Venomous Bite.

Lunar Magic

Lunar magic is known for the direct manipulation of the elements, whether hurling fireballs, controlling the weather or transmuting lead to gold. The spells that can be purchased if one has the Lunar Magic Talent are as follows:

  • Ball of Force, Blizzard, Call Lightning, Concussion Blast, Control Earth, Control Fire, Control Water, Control Weather, Control Wind, Detect Magic, Disrupt Magic, Electricity Arc, Electric Stun, Electrified Skin, Enhanced Charisma, Enhanced Dexterity, Enhanced Health, Enhanced Intelligence, Enhanced Perception, Enhanced Speed, Enhanced Strength, Enhanced Willpower, Eyes of the Eagle, Fireball, Fire Bolt, Flame Breath, Flame Jet, Flame Torch, Fog, Force Beam, Force Bonds, Freeze Ray, Frost Breath, Great Leap, Ice Bonds, Ice Slick, Ice Spear, Ice Storm, Icy Skin, Immolation, Inferno, Lightning Bolt, Quicksand, Rain of Stones, Reduced Dexterity, Reduced Health, Reduced Intelligence, Reduced Perception, Reduced Speed, Reduced Strength, Reduced Willpower, Sandstorm, Smoke, Snowball, Sonic Scream, Sonic Stun, Spider Climb, Stone Missile, Stoneskin, Super-Breath, Transmute Earth, Transmute Fire, Transmute Water, Transmute Wind, True Sight, Twister, Vacuum, Walk the Skies, Walk the Waters, Water Blade, Water Blast, Water Cannon, Wind Blast.

Magine Magic

Magine magic is a newly-discovered type of magic that is as yet still rare. It covers magical abilities that were once thought impossible: teleportation, summoning (a type of teleportation) and resurrection. The spells that can be purchased if one has the Magine Magic Talent are as follows:

  • Channel the Invisible World, Create Earth, Create Fire, Create Food, Create Water, Create Wind, Destroy Earth, Destroy Fire, Destroy Water, Destroy Wind, Detect Magic, Disrupt Magic, Distort Personal Time, Intangibility, Pass the Walls, Planar Multiply, Planar Pocket, Plane Shift, Resurrection, Shadow Form, Summon Black Bear, Summon Calvary Horse, Summon Camel, Summon Gorilla, Summon Large Boar, Summon Ox, Summon Python, Summon Tiger Shark, Summon Timber Wolf, Talk to the Spirits, Teleportation, True Sight.

See the full descriptions of Magine Magic Spells.

Spells

Trystell uses the Powers Spell System instead of the core GURPS magic system and a complete listing of the spells in that system can be be found in the above link.

Paying for Spells as a Service

The typical going price for hiring a mage to cast spell for you is $20 per the character point cost of the spell. In some regions mages may only provide this as a service for members of the particular magical guild or organization, or may charge a "licensing fee" in those regions where practicing magic requires a license. In general, spells that are legal, but require a license cost $30 per character point of the spell. Spells that are illegal (if services for them can be found at all) cost $40 per character point of the spell, times the difference of the control rating of the region and the legality class of the spell. Thus, an LC2, 20 CP spell in a CR 5 region would cost $2400.

Magic Items

Magic items are rare on Trystell, as it takes much effort on the part of the enchanter to create an item of magical power, and even then the chief benefit of magical items come from their portability and transferability between individuals.

Mages usually imbue magic powers into items thematically appropriate for that power; thus magic that increases a character's Damage Resistance is usually enchanted into armor and magic that lets the user throw balls of magical fire is usually enchanted into a wand or gloves. This is a social convention, not a hard rule; mages that violate this convention are subject to ridicule for their peers in the various magical institutions, as creating too odd of combinations of magic and items is seen as degrading and counterproductive to the mystique most mages like to portray magic as having. Nevertheless, some unusual combinations of magic power and items do exist, as some mages find it beneficial to throw a curve ball at potential opponents, and manifest magic from sources their opposition would not expect.

Any character with a power talent has the ability to imbue her magic into a magic item. She may take any spell she knows and imbue that spell into the item. Remember, magic on Trystell is a finite resource and consequently magic items do not function of their own power, they require the Magic Points of their user to function. Additionally, all magic imbued into magical items retains its association with the type of magic that imbued it; thus, a kalid mage spell imbued into a wand still requires absorbed energy from kalid parts to function.

Mechanically magic items are modeled as the appropriate advantage (usually the advantage used in the spell they are imbued with) with the following Gadget limitations (B116): Breakable (with a DR appropriate for the mundane item being imbued with magic power) and Can be Stolen (with the appropriate option for the item selected). If the item being imbued has other mechanical functions (such as a sword or a piece of armor) these need not be modeled, they are innate to the item, not the magic. Enchanting an item requires a successful Thaumaturgy roll. Mages must purchase items as an advantage normally. Magic items take a while to create. They take 100 hours times the point cost of the item to make. This need not be done all in one go; a mage may spend a couple hours a day for months enchanting an item. This job can even be shared between multiple creators, as long as every creator knows the spell being enchanted into the item. They can even work simultaneously, both contributing hours of work on the item, this a group of mages working together can drastically reduce the amount of time it takes to create a magic item. The price of magic items on Trystell vary from region to region, but usually sell for around $200 per character point invested in the item.

Magic items do not allow their creator to do anything that she could not otherwise do: they allow the user to cast the spell imbued into the item, this even users the user's Magic Point pool, not the creator's. Their main utility comes from the fact that they can be given to others, allowing the user to essentially gain the ability to cast the spell imbued into the item, as long as they have it. When the creator gives the item away, she loses the advantage modeling the item and the person who has the item now gains it. This means magical items are essentially transferable advantages. The user need not possess the level of power talent necessary to learn the spell normally, but must have Magic Points enough (and energy from the appropriate source absorbed) to use the spell in the item.

If an enchanter currently has a magic item not of her own creation, she may attempt to duplicate the magic in that item (provided that it is of her ype of magic) without first learning the spell in the item. This is just like enchanting an item as above, except the roll is Thaumaturgy-10.

Spells, once imbued in an item, cannot be modified, but can be removed. This costs no points, but requires a number of hours of work removing the enchantment equal to the number of hours it took to put the enchantment in the item. Enchantment grants the item no other special properties--such as increased durability, the ability to change size or the ability to glow in the dark.

Example: Nachme the Lunar Mage wishes to enchant a Maul with the spell Electricity Arc (which he has upgraded to Level 3). Mechanically this is modeled as: Burning Attack 3d (Melee Attack, Reach C, Cannot Parry, -35%; Side Effect, Stunning, +50%; Surge, +20%; Variable, +5%; Costs Fatigue 1, MP, -5%; Magic, -10%; Breakable, -10%; Can be Stolen, Quick Contest of DX or ST, -30%) [13]. Being that is costs 13 points enchant, the magical mace will take 1300 hours to make--just under two years, if he works a couple hours a day in his free time, a few months if he works full time.

Potions

Most spells can be made into potions through the alchemy skill. Characters can drink potions (requiring two Ready maneuvers: one to grab the potion and one to drink it) or potions can be rubbed onto an object (also requiring two Ready maneuvers). In the case of drinking a potion the target of the spell is the drinker. In the case of rubbing a potion onto an object, the object is the target. Spells that have an area effect or that effect both the caster and target cannot be made into potions. The whole potion has to be used to have any effect. In the case of spells that require a contested action, roll the creator's alchemy skill (from the time of the potion's creation) in the place of the casting roll.

Creating a potion costs $10 times the character point value of the spell in magical reagents, plus two units of kalid parts, lunar devices or magine plants (depending on the type of magic). If the spell normally requires the expenditure of FP on the part of the caster (which is typical for healing potions, etc.) the alchemist has to use an addition number of magical units equal to the FP that is "spent" when the potion is used. This process typically take 8 hours of labor, although if making multiple doses of the same potion, the potions can be made in a larger batch (thus taking up the same 8-hour unit of time). An alchemist does not need to know the spell (or have any magical ability) to make a potion containing the spell, however, if the spell is not known to the alchemist, she must have a reference on hand (typically costing $100 times the point cost of the spell) and rolls Alchemy at a penalty equal to the point cost of the spell divided by 5.

Artifacts

There are some rare items known as Artifacts. These items function mechanically just as do normal magic items and presumably were created in the same way. What makes these items special, however, is that their effects don't match any known spell and thus they presumably were imbued with magic long ago and the spell they were imbued with has since been lost to history. Artifacts are prized by collectors and magical scholars, as they may be researched and the spell they were imbued with reverse-engineered. To learn a spell from an artifact, one must purchase the spell with character points as normal. Typically this takes a number of hours of research equal to 100 times the character point value of the spell.

Races

The disadvantages in racial templates do not count against the disadvantage limit. However, if the total racial template is negative, that number does count against the disadvantage limit. Also, these templates do not include cultural distinctions between the races unless that cultural distinction is used as a distinction between the races (as is the case between civilized humand and barbaric humans, and peon dwarves and elite dwarves) or is nearly universal for the race.

Humans

Civilized Human [0 points]

  • Civilized humans are the baseline assumption in the system. They do not have any outstanding innate physical, social or mental traits, but they do have cultural distinctions and should take a regional template.

Barbaric Human [0 points]

  • Disadvantages: Social Stigma (Barbarian) [-10]; Additionally, barbaric humans are by default illiterate. Therefore, for those illiterate in their native language, this is a -3 point disadvantage.
  • Racially Learned Skills: Hiking (A) HT [2]; Naturalist (H) IQ [4]; Navigation (Land) (A) IQ-1 [1]; Survival (one that matches the character's primary enviornment) (A) Per+1 [4]; Tracking (A) Per-1 [1]; Weather Sense (A) IQ-1 [1].

Dwarves

Elite Dwarf [33 points]

  • Attributes: ST +1 [10]; DX -1 [-20]; HT +2 [20].
  • Secondary Characteristic Modifiers: Basic Move -1 [-5]; SM -1 [0]; Will +2 [10].
  • Advantages: Longevity [2]; Night Vision 9 [9]; Resistant to Poison (+3) [5].
  • Perks: No Hangover [1].
  • Quirks: Looks down on Peon Dwarves [-1].
  • Racially Learned Skills: Metallurgy (H) IQ-1 [2].

Peon Dwarf [27 points]

  • Attributes: ST +1 [10]; DX -1 [-20]; HT +2 [20].
  • Secondary Characteristic Modifiers: Basic Move -1 [-5]; SM -1 [0]; Will +2 [10].
  • Advantages: Longevity [2]; Night Vision 5 [5]; Resistant to Poison (+3) [5].
  • Perks: No Hangover [1].
  • Quirks: Intolerance towards Elite Dwarves [-1].

Elves

True Elf [43 points]

  • Attributes: ST -1 [-10]; IQ +1 [20]; HT -1 [-10].
  • Secondary Characteristic Modifiers: Will -1 [-5].
  • Advantages: Acute Hearing 1 [2]; Acute Vision 3 [6]; Appearance (Attractive) [4]; Extended Lifespan 3 [6]; Night Vision 5 [5]; Resistant to Sleep Effects (+8) [5].

Wild Elf [35 points]

  • Attributes: DX +1 [20]; IQ -1 [-20]; HT -1 [-10].
  • Secondary Characteristic Modifiers: Will +3 [15]; Per +3 [15].
  • Advantages: Acute Vision 1 [2]; Appearance (Attractive) [4]; Extended Lifespan 3 [6]; Night Vision 5 [5]; Resistant to Sleep Effects (+8) [5].
  • Disadvantages: Social Stigma (Barbarian) [-10].
  • Racially Learned Skills: Naturalist (H) IQ-1 [2]; Weather Sense (A) IQ-1 [1].

Sea Elf [40 points]

  • Attributes: ST -1 [-10]; DX +1 [20].
  • Secondary Characteristic Modifiers: Will -1 [-5]; Per -1 [-5].
  • Advantages: Acute Hearing 2 [4]; Acute Vision 2 [4]; Amphibious [10]; Appearance (Attractive) [4]; Doesn't Breathe (Gills) [10]; Extended Lifespan 3 [6]; Nictitating Membrane 1 [1]; Night Vision 7 [7]; Resistant to Sleep Effects (+8) [5].
  • Disadvantages: Dependency (Water Submersion; Very Common; Daily) [-15].
  • Racially Learned Skills: Swimming (E) HT+2 [4].

Minotaur

Brawnish Minotaur [24 points]

  • Attributes: ST +4 [40]; DX -1 [-20]; IQ -2 [-40]; HT +1 [10].
  • Secondary Characteristic Modifiers: Per +2 [10].
  • Advantages: Acute Taste/Smell 2 [4]; Damage Resistance (Tough skin) 1 [3]; Damage Resistance 2 (Partial, Skull only, -70%) [3]; Striker (Impaling; Limited Arc, Front, -40%; Long +1, +100%) [13].
  • Perks: Fur [1].

Brainish Minotaur [26 points]

  • Attributes: ST +2 [20]; DX -1 [-20]; HT +1 [10].
  • Advantages: Acute Taste/Smell 2 [4]; Damage Resistance (Tough skin) 1 [3]; Damage Resistance 2 (Partial, Skull only, -70%) [3]; Striker (Impaling; Limited Arc, Front, -40%) [5].
  • Perks: Fur [1].

Gnomes

Tinker Gnome [7 points]

  • Attributes: ST -2 [-20]; IQ +2 [40].
  • Secondary Characteristic Modifiers: Basic Move -1 [-5]; SM -1 [0]; Will -2 [-10]; Per -3 [-15].
  • Advantages: High Manual Dexterity +2 [10]; Longevity [2]; Night Vision 5 [5]; Versatile [5].
  • Disadvantages: Compulsive Tinkering (9) [-7].
  • Racially Learned Skills: Machinist/TL4 (A) IQ [2].

Aqua Gnome [13 points]

  • Attributes: ST -2 [-20]; IQ +2 [40]; HT -1 [-10].
  • Secondary Characteristic Modifiers: Basic Move -1 [-5]; SM -1 [0]; Will -2 [-10]; Per -2 [-10].
  • Advantages: High Manual Dexterity +2 [10]; Longevity [2]; Night Vision 5 [5]; Versatile [5].
  • Disadvantages: Compulsive Tinkering (12) [-5].
  • Racially Learned Skills: Machinist/TL4 (A) IQ [2]; Submariner/TL4 (E) IQ [1]; Scuba/TL4 (A) IQ-1 [1]; Swimming (E) HT+1 [2].

Handler Gnome [31 points]

  • Attributes: ST -2 [-20]; DX +2 [40]; HT +1 [10].
  • Secondary Characteristic Modifiers: Basic Move -1 [-5]; SM -1 [0]; Will -2 [10].
  • Advantages: Night Vision 2 [2]; Longevity [2]; Luck (Points) 3 [15]; Unfazeable [15].
  • Disadvantages: Kleptomania (9) [-22]; Social Stigma (Nuisance) [-10].
  • Racially Learned Skills: Filch (A) DX+1 [4].

Ogres

True Ogre [40 points]

  • Attributes: ST +7 [63]; DX -1 [-20]; IQ -3 [-60]; HT +2 [20].
  • Secondary Characteristic Modifiers: SM +1 [0]; Will +2 [10]; Per +2 [10].
  • Advantages: Acute Taste and Smell 1 [2]; Damage Resistance (Tough Skin, -40%) 2 [6]; High Pain Threshold [10]; Night Vision 9 [9]; Reduced Consumption (Cast-Iron Stomach, -50%) 4 [4].
  • Disadvantages: Appearance (Ugly) [-8]; Social Stigma (Barbarian) [-10].
  • Racially Learned Skills: Intimidation (A) Will+1 [4].

Troll [46 points]

  • Attributes: ST +4 [40]; IQ -2 [-40]; HT +2 [20].
  • Secondary Characteristic Modifiers: Will +1 [5]; Per +1 [5].
  • Advantages: Damage Resistance (Tough Skin, -40%) 2 [6]; High Pain Threshold [10]; Night Vision 9 [9]; Rapid Healing [5]; Reduced Consumption (Cast-Iron Stomach, -50%) 4 [4].
  • Disadvantages: Appearance (Ugly) [-8]; Social Stigma (Barbarian) [-10].

Goblin [29 points]

  • Attributes: ST -2 [-20]; DX +2 [40]; HT +1 [10].
  • Secondary Characteristic Modifiers: SM -1 [0]; Will -1 [-5]; Per -1 [-5].
  • Advantages: Acute Hearing 1 [2]; Night Vision 9 [9]; Reduced Consumption (Cast-Iron Stomach, -50%) 4 [4].
  • Disadvantages: Appearance (Unattractive) [-4]; Fearfulness 2 [-4].
  • Racially Learned Skills: Stealth (A) DX [2].

Hobgoblin [16 points]

  • Attributes: ST +1 [10]; IQ -1 [-20]; HT +1 [10].
  • Secondary Characteristic Modifiers: Will +1 [5].
  • Advantages: Acute Hearing 2 [4]; Night Vision 9 [9]; Reduced Consumption (Cast-Iron Stomach, -50%) 4 [4].
  • Disadvantages: Appearance (Ugly) [-8].
  • Racially Learned Skills: Intimidation (A) Will [2].

Orc [36 points]

  • Attributes: ST +1 [10]; DX +1 [20].
  • Secondary Characteristic Modifiers: Will -1 [-5]; Per -1 [-5].
  • Advantages: Acute Vision 2 [4]; Damage Resistance (Tough Skin, -40%) 1 [3]; Night Vision 9 [9]; Reduced Consumption (Cast-Iron Stomach, -50%) 4 [4].
  • Disadvantages: Appearance (Unattractive) [-4].

High Orc [35 points]

  • Attributes: ST +1 [10]; IQ +1 [20].
  • Secondary Characteristic Modifiers: Will +1 [5]; Per -1 [-5].
  • Advantages: Damage Resistance (Tough Skin, -40%) 2 [6]; Night Vision 9 [9]; Reduced Consumption (Cast-Iron Stomach, -50%) 4 [4].
  • Disadvantages: Appearance (Unattractive) [-4].

Half-Breeds

Any of the recognized "races" are cross-fertile with each other in the Trystell setting, in addition to being cross-fertile with kalids and bushmen. This means there are 380 different possible half-breed combinations--far more than be worked out as full racial templates here. Characters that are a half-breed between two such races (whether recognized in the setting as a "race" or not) should have the Unusual Background (Half-Breed) advantage. Once the two parent races are chosen the player should work with the GM to make the half-breed's racial template based on the two parents' racial templates. Half-breeds are not common on Trystell, there being something of a taboo against cross-race mating. Nevertheless, half-breeds are not unheard of and usually have something of a social stigma, thus all half-breeds should take Social Stigma (Half-Breed) as well. This is included in the cost of their racial template, consequently it doesn't count against the disadvantage limit by itself (although it can if it drags the value of the racial template to the negatives).

Creatures

There are quite a number of creatures on Trystell that are not of the recognized "races," some of them intelligent and some of them possibly playable. Stats for these creatures can be found in the Trystell Bestiary.

Regional Packages

These are regional packages of traits and skills that should be taken by characters from the associated region. Characters who have spent time in mulitple regions should buy the package from where they grew up and think about taking the skills from the other regions where they have stayed as a matter of accurate character-building.

Characters from each region should have one or more of the cultural proficiencies and languages listed, additionally, characters may buy High TL or Low TL to match.

Bala’Umn Peninsula [5 points]

Cultural Proficiencies: Grundz
Tech Level: TL3 (except city of Esten), TL4 (Esten).
Control Rating: CR3 (Esten & Fvunbal), CR2 (barbaric human tribes), CR5 (goblin & troll tribes), CR0 (wilderness).
Races: Goblins, Tinker Gnomes, Handler Gnomes, Trolls, Civilized Humans, Barbaric Humans.
Languages: Standard, Neo-Bala'Umn
  • Regional Skills: Area Knowledge (Bala’Umn Peninsula) (E) IQ [1]; Swimming (E) HT [1]; Weather Sense (A) IQ-1 [1] and pick one of the following two sets of skills: Urban: Merchant (A) IQ-1 [1] or Urban Survival (A) Per-1 [1]; and Streetwise (A) IQ-1 [1]; OR Nomad: Survival (Island/Beach) (A) Per-1 [1] and Survival (Mountain, Jungle, Plains or Swampland) (A) Per-1 [1].

Cebu [5 points]

Cultural Proficiencies: Cebu
Tech Level: TL4+1
Control Rating: CR3
Races: True Ogres, Tinker Gnomes, Civilized Humans, Brawnish Minotaurs
Languages: Standard, Neo-Cebuese
  • Advantages: High TL [5]. Note: This does not stack with the High TL granted by the Tinker gnome template.
  • Disadvantages: Intolerance (Magic-Users) [-5].
  • Regional Skills: Area Knowledge (Cebu) (E) IQ [1]; Fishing (E) Per [1]; Machinist/TL4+1 (A) IQ [2]; Swimming (E) HT [1].

Cymqued Ocean [5 points]

Cultural Proficiencies: Fonlel
Tech Level: TL4+1 (Aqua Gnomes), TL2 (Barbaric Humans)
Control Rating: CR2 (Aqua Gnomes), CR1 (Barbaric Humans).
Races: Aqua Gnomes, Barbaric Humans.
Languages: Standard
  • Advantages: Temperature Tolerance (Cold) 1 [1].
  • Regional Skills: Fishing (E) Per [1]; Navigation/TL4+1 or TL2 (Sea) (A) Per-1 [1]; Survival (Arctic) (A) Per-1 [1]; and one of the following: Boating/TL2 (A) DX-1 [1] (if human) or Submarine/TL4+1 (A) DX-1 [1] (if gnome).

The Desolation [5 points]

Cultural Proficiencies: Veglial-Vognash
Tech Level: TL4
Control Rating: CR0
Races: Orcs, Wild Elves, Hobgoblins, Trolls.
Languages: Standard, Neo-Cad
  • Regional Skills: Area Knowledge (The Desolation) (E) IQ [1]; Naturalist (H) IQ-2 [1]; Stealth (A) DX-1 [1]; Survival (Desert) (A) Per-1 [1]; Weather Sense (A) IQ-1 [1].

Eoris [5 points]

Cultural Proficiencies: Eorian
Tech Level: TL4+1 (aqua gnomes), TL4 (handler gnomes)
Control Rating: CR5
Races: Aqua Gnomes, Handler Gnomes.
Languages: Standard, Eorian.
  • Regional Skills: Area Knowledge (Eoris) (E) IQ [1]; Navigation/TL4+1 (Sea) (A) Per-1 [1]; and one of the following: Boating/TL2 (A) DX-1 [1] or Submarine/TL4+1 (A) DX-1 [1]; and two of the following: Farming/TL4+1 (A) IQ-1 [1], Fishing (E) Per [1] or Swimming (E) HT [1].

Fonlelial [5 points]

Cultural Proficiencies: Fonlel
Tech Level: TL4+1 (gnomes), TL3 (elves).
Control Rating: CR5 (gnomes), CR2 (elves).
Races: Aqua Gnomes, Wild Elves
Languages: Standard, Fonlelial
  • Regional Skills: Area Knowledge (Fonlelial) (E) IQ [1]; Swimming (E) HT [1]; Theology (Crono) (H) IQ-1 [2]; and depending on race, one of the following: Mechanic/TL4+1 (any) (A) IQ-1 [1] (for gnomes) or Gardening (E) IQ [1] (for elves).

Glimgldral [5 points]

Cultural Proficiencies: Quaklonian
Tech Level: TL4
Control Rating: CR3
Races: True Elves, Wild Elves, High Orcs
Languages: Standard, Quaklonian
  • Regional Skills: Area Knowledge (Glimgldral) (E) IQ [1]; and choose four points from the following: Anthropology (any) (H) IQ-2 [1], Archeology (H) IQ-2 [1], Economics (H) IQ-2 [1], Geography (H) IQ-2 [1], History (any) (H) IQ-2 [1], Linguistics (H) IQ-2 [1], Literature (H) IQ-2 [1], Mathematics/TL4 (any) (H) IQ-2 [1], Philosophy (any) (H) IQ-2 [1], Research/TL4 (A) IQ-1 [1], Teaching (A) IQ-1 [1] or Theology (any) (H) IQ-2 [1].

Graundaur [5 points]

Cultural Proficiencies: Grundz
Tech Level: TL4+1 (tinker gnomes), TL4 (the rest).
Control Rating: CR3
Races: Goblins, Handler Gnomes, Tinker Gnomes.
Languages: Standard, Grundz
  • Regional Skills: Area Knowledge (Graundaur) (E) IQ [1]; Cooking (A) IQ-1 [1]; Diplomacy (H) IQ-2 [1]; Merchant (A) IQ-2 [1]; Sewing/TL4 (E) DX [1].

Greater Interior Sea [5 points]

Cultural Proficiencies: Grichomic
Tech Level: TL4 (all except gnomes), TL4+1 (gnomes)
Control Rating: CR1
Races: Orcs, Civilized Humans, Barbaric Humans, Aqua Gnomes, True Elves
Languages: Standard
  • Regional Skills: Area Knowledge (Greater Interior Sea) (E) IQ [1]; Carousing (E) HT [1]; Streetwise (A) IQ-1 [1]; Swimming (E) HT [1]; Urban Survival (A) Per-1 [1].

Grichom [5 points]

Cultural Proficiencies: Grichomic
Tech Level: TL4
Control Rating: CR5
Races: Brainish Minotaurs, Civilized Humans, Brawnish Minotaurs, Handler Gnomes
Languages: Standard, Grichomic
  • Disadvantages: Intolerance (Followers of Linquad) [-5].
  • Regional Skills: Area Knowledge (Grichom) (E) IQ [1]; Gardening (E) IQ [1]; History (Grichom) (H) IQ-1 [2]; Law (Grichom) (H) IQ-1 [2]; Religious Ritual (Zuriach) (H) IQ-1 [2]; Theology (Zuriach) (H) IQ-1 [2].

Gulf of Cad [5 points]

Cultural Proficiencies: Licadian
Tech Level: TL4
Control Rating: CR0
Races: High Orcs, Civilized Humans, Barbaric Humans, Peon Dwarves
Languages: Standard, Neo-Cad
  • Regional Skills: Area Knowledge (Gulf of Cad) (E) IQ [1]; Boating/TL4 (A) DX-1 [1]; Navigation/TL4+1 (Sea) (A) Per-1 [1]; Survival (Island/Beach) (A) Per-1 [1]; Swimming (E) HT [1].

Gulf of The Deep [5 points]

Cultural Proficiencies: Licadian
Tech Level: TL4
Control Rating: CR1
Races: Sea Elves, True Elves, Orcs
Languages: Standard, Neo-Cad
  • Regional Skills: Naturalist (H) IQ-2 [1]; Navigation/TL4+1 (Sea) (A) Per-1 [1]; Stealth (A) DX-1 [1]; Swimming (E) HT [1]; and one of the following: Survival (Salt-Water Sea) (A) Per-1 [1] or Survival (Island/Beach) (A) Per-1 [1].

Kalhun Wildseas [5 points]

Cultural Proficiencies: Eorian
Tech Level: TL4 (elves), TL4+1 (gnomes)
Control Rating: CR2
Races: Sea Elves, Aqua Gnomes
Languages: Standard
  • Regional Skills: Area Knowledge (Kalhun Wildseas) (E) IQ [1]; Heraldry (A) IQ [2]; History (Kalhun Wildseas) (H) IQ-2 [1]; Swimming (E) HT [1].

Licad [5 points]

Cultural Proficiencies: Licadian
Tech Level: TL4
Control Rating: CR6
Races: Civilized Humans, True Ogres, Elite Dwarves, Hobgoblins, Orcs, Tinker Gnomes
Languages: Standard, Neo-Cad
  • Regional Skills: Administration (A) IQ [2]; Law (Licad) (H) IQ-1 [2]; Theology (Linquad) (H) IQ-2 [1].

Liqulain Ocean [5 points]

Cultural Proficiencies: Quaklonian
Tech Level: TL4 (true and sea elves), TL4+1 (gnomes), TL3 (wild elves)
Control Rating: CR0
Races: Aqua Gnomes, Sea Elves, True Elves, Wild Elves.
Languages: Standard, Quaklonian
  • Regional Skills: Area Knowledge (Liqulain Ocean) (E) IQ [1]; Fishing (E) Per [1]; History (Liqulain Ocean) (H) IQ-2 [1]; Naturalist (H) IQ-2 [1]; Swimming (E) HT [1].

Na Wilderness [5 points]

Cultural Proficiencies: Grichomic
Tech Level: TL4
Control Rating: CR1
Races: Civilized Humans, Brainish Minotaur, True Elves, Barbaric Humans, Wild Elves
Languages: Standard, Grichomic
  • Advantages: Temperature Tolerance (Cold) 1 [1].
  • Regional Skills: Area Knowledge (Na Wilderness) (E) IQ [1]; Survival (Arctic) (A) Per [2]; Weather Sense (A) IQ-1 [1].

New Muno'Che [5 points]

Cultural Proficiencies: Licadian
Tech Level: TL4
Control Rating: CR5
Races: Civilized Humans, Trolls, Peon Dwarves, High Orcs, Elite Dwarves, Handler Gnomes
Languages: Standard, Neo-Cad
  • Regional Skills: Administration (A) IQ-1 [1]; Area Knowledge (New Muno'Che) (E) IQ [1]; Brawling (E) DX [1]; Scrounging (E) Per [1]; Throwing (A) DX-1 [1].

Quaklon [5 points]

Cultural Proficiencies: Quaklonian
Tech Level: TL2
Control Rating: CR3
Races: Sea Elves, True Elves
Languages: Standard, Quaklonian
  • Regional Skills: Area Knowledge (Quaklon) (E) IQ [1]; Boating/TL4 (A) DX-1 [1]; History (Quaklon) (H) IQ-2 [1]; Navigation/TL4+1 (Sea) (A) Per-1 [1]; Swimming (E) HT [1].

Quaris Ocean [5 points]

Cultural Proficiencies: Kebeshown
Tech Level: TL4
Control Rating: CR0
Races: Sea Elves, Barbaric Humans, Goblins, True Ogres
Languages: Standard
  • Regional Skills: Navigation/TL4+1 (Sea) (A) Per-1 [1]; Scrounging (E) Per [1]; Stealth (A) DX-1 [1]; Swimming (E) HT [1]; and one of the following: Survival (Open Ocean) (A) Per-1 [1] or Survival (Island/Beach) (A) Per-1 [1].

Richoo Drylands [5 points]

Cultural Proficiencies: Grichomic
Tech Level: TL4
Control Rating: CR1
Races: Brawnish Minotaur, Civilized Humans, Elite Dwarves, Hobgoblins, Goblins
Languages: Standard, Grichomic.
  • Regional Skills: Area Knowledge (Richoo Drylands) (E) IQ [1]; Merchant (A) IQ-1 [1]; Stealth (A) DX-1 [1]; Streetwise (A) IQ-1 [1]; Survival (Desert) (A) Per-1 [1].

Rouh [0 points]

Cultural Proficiencies: Rouh
Tech Level: TL4, TL4+1 (Blaugh'Ocks)
Control Rating: CR4
Races: Elite Dwarves, Peon Dwarves, Civilized Humans, Barbaric Humans, Wild Elves
Languages: Standard, Blaugh’Ock
  • Disadvantages: Social Stigma (Second-Class Citizen) [-5].
  • Regional Skills: Area Knowledge (Rouh) (E) IQ [1]; Machinist/TL4 (A) IQ-1 [1]; Merchant (A) IQ [2]; Swimming (E) HT [1].

Suethron Wastes [5 points]

Cultural Proficiencies: Licadian
Tech Level: TL4 (most areas), TL3 (barbaric humans)
Control Rating: CR2
Races: Barbaric Humans, Civilized Humans, Peon Dwarves, Hobgoblins, Brainish Minotaur, Goblins
Languages: Standard, Neo-Cad, Grundz
  • Advantages: Temperature Tolerance (Cold) 1 [1].
  • Regional Skills: Area Knowledge (Suethron Wastes) (E) IQ [1] and Survival (Arctic) (A) Per-1 [1]; and one of the following two sets of skills: Aludite: Naturalist (H) IQ-2 [1] and Tracking (A) Per-1 [1]; Goblinoid: Fishing (E) Per [1] and Philosophy (Furmagla) (H) IQ-2 [1]; or Urban: Merchant (A) IQ-1 [1] and Streetwise (A) IQ-1 [1].

Veglial [5 points]

Cultural Proficiencies: Veglial-Vognash
Tech Level: TL4
Control Rating: CR3
Races: Wild Elves, Orcs
Languages: Standard
  • Regional Skills: Area Knowledge (Veglial) (E) IQ [1]; First Aid (E) IQ [1]; Gardening (E) IQ [1]; Naturalist (H) IQ-2 [1]; Singing (E) HT [1].

Wala'Dur [5 points]

Cultural Proficiencies: Wala'Duran
Tech Level: TL4
Control Rating: CR5
Races: Sea Elves
Languages: Standard, Neo-Cad, Quaklonian
  • Quirks: Dislikes Aqua Gnomes [-1].
  • Regional Skills: Administration (A) IQ-1 [1]; Area Knowledge (Wala'Dur) (E) IQ [1]; Sex Appeal (A) HT-1 [1]; Survival (Salt-Water Sea) (A) Per-1 [1]; Swimming (E) HT [1]; Theology (Linquad) (H) IQ-2 [1].

Yirdril Lands [5 points]

Cultural Proficiencies: Grundz
Tech Level: TL4 (non-tinker gnomes), TL4+1 (tinker gnomes)
Control Rating: TL1
Races: True Elves, Barbaric Humans, True Ogres, Handler Gnomes, Tinker Gnomes, Trolls, Elite Dwarves
Languages: Standard, Grundz, Quaklonian
  • Regional Skills: Area Knowledge (Yirdril Lands) (E) IQ [1]; Hiking (A) HT-1 [1]; Scrounging (E) Per [1]; Streetwise (A) IQ-1 [1]; Survival (any fitting) (A) Per-1 [1].

Zomp’r [5 points]

Cultural Proficiencies: Zomp'rian
Tech Level: TL4
Control Rating: CR4
Races: High Orcs, Orcs
Languages: Standard, Neo-Cad, Neo-Bala’Umn
  • Regional Skills: Area Knowledge (Zomp'r) (E) IQ [1]; Brawling (E) DX [1]; Observation (A) Per-1 [1]; Scrounging (E) Per [1]; Tactics (H) IQ-2 [1].

The Underciv [5 points]

Cultural Proficiencies: Underciv
Tech Level: TL3
Control Rating: CR3 (cities), CR0 (outer caverns)
Races: True Gnomes, True Elves, True Minotaurs, True Ogres
Languages: Underciv
  • Advantages: Absolute Directions [5]; Unusual Background (Outsider) [5].
  • Disadvantages: Low TL [-5]; Social Stigma (Minority Group) [-10].
  • Regional Skills: Acrobatics (H) DX-2 [1]; Area Knowledge (Underciv) (E) IQ [1]; Climbing (A) DX-1 [1]; Escape (H) DX-2 [1]; Geology/TL4 (H) IQ-2 [1]; Jumping (E) DX [1]; Metallurgy/TL4 (H) IQ-2 [1]; Navigation/TL3 (Underground) (A) IQ-1 [1]; Survival (Underground) (A) Per-1 [1]; Theology (Graeton) (H) IQ-2 [1].

Blaugh'Ock [12 points]

Cultural Proficiencies: Blaugh'Ock
Tech Level: TL4+1
Control Rating: CR4 (with variances)
Races: Bushmen, Civilized Humans, Barbaric Humans, Elite Dwarves, Peon Dwarves, Kalids
Languages: Blaugh'Ock
  • Advantages: High TL [5]; Magic Point 1 [1]; Unusual Background (Outsider) [10].
  • Disadvantages: Social Stigma (Minority Group) [-10].
  • Regional Skills: Administration (A) IQ-1 [1]; Intimidation (A) Will-1 [1]; Merchant (A) IQ-1 [1]; Rapier (A) DX-1 [1]; Spacer/TL4+1 (E) IQ [1]; Thaumatology (VH) IQ-3 [1].
  • 'Note: This template represents the sort of Blaugh'Ocks that come to Trystell, not the native Blaugh'Ock population as a whole.

Kalid Realm [7 points]

Cultural Proficiencies: Kalid
Tech Level: TL3
Control Rating: CR2
Races: Kalids
Languages: High Kalid
  • Advantages: Unusual Background (Outsider) [10].
  • Disadvantages: Intolerance (Total) [-10]; Low TL [-5].
  • Regional Skills: Area Knowledge (Kalid Realm) (E) IQ [1]; Brawling (E) DX+1 [2]; Farming (A) IQ-1 [1]; Literature (H) IQ-2 [1]; Poetry (A) IQ-1 [1]; Singing (E) HT [1]; Survival (Plains) (A) Per-1 [1]; Thaumatology (VH) IQ-2 [2]; Theology (Vonschlic) (H) IQ-1 [2].

Organizations & Affiliations

The following are major organizations on Trystell, many of which player character could be affiliated with. The different Ranks and common traits of these organizations are listed below. Usually advancement to Rank 3 or beyond requires an appropriate Duty disadvantage to the organization the Rank is in.

The Brotherhood of the Form

Members of the Brotherhood of the Form are an enigmatic bunch. They usually have Religious Rank (Brotherhood of the Form) [5/level] as well as Disciples of Faith (Brotherhood) [-5] and those of Rank 1 or higher have Morph [varies] with the Pact limitation. Brothers of the Form are usually secretive and keep their affiliation to themselves. This is Secret (Utter Rejection) [-10]. If their affiliation becomes known, they suffer from Social Stigma (Minority Group) [-10].

Rank	Title
6	High Prophet
5	Bringer of Discord
4	Chain of the Other
3	Circlehead
2	Master of the Form
1	Adept of the Form
0	Initiate of the Form

Circle of Honor

Members of the Circle of Honor usually have Code of Honor (Knighthood) [-5], as well as possibly having levels in Military Rank (Circle of Honor) [-5/level].

Rank	Title
6	High Knight of Honor
5	Regional High Knight  
4	Lord Knight
3	Knight of the Order
2	Knight
1	Squire
0	Auxiliary Member

Cult of the Old Ones

Members of the Cult of the Old Ones have Religious Rank [5/level] with a specialty of the appropriate deity. Advancement usually also requires Disciples of Faith [-5] for the appropriate deity as well. Finally, clerics of the Old Ones suffer from Social Stigma (Minority Group) [-10] if their faith is known, otherwise they have Secret (Utter Rejection) [-10].

Rank	Title
6	Prophet or Chosen One
5	Archcleric or Head of Major Order
4	Head of Minor Order or Powerful Temple
3	Head of Temple
2	Senior Cleric
1	Common Cleric
0	Lay-Cleric

Institute for Magine Magic

Members of the Institute for Magine Magic usually have Merchant Rank (Institute for Magine Magic) [5/level]. Study in Magine Magic is, of course, also common.

Rank	Title
6	Organization Leader
5	Organization Council Member 
4	Regional Guildmaster
3	Local Guildmaster
2	Master
1	Journeyman
0	Apprentice

Kalid’s Guild

The Kalid's guild is a diverse organization containing mages, merchants and kalid hunters. Titles in the organization usually have the character's focus attached as part of the title. For example, a character may be a Journeyman Kalid Hunter or a Master of Kalid Magic. Characters with membership in the Guild usually have one or more levels of Merchant Rank (Kalid's Guild) [5/level].

Rank	Title
6	Master of Kalids
5	Guild Council Member 
4	Regional Guildmaster
3	Local Guildmaster
2	Master
1	Journeyman
0	Apprentice

Lanstrin League of Technology

Members of the Lanstrin League of Technology commonly have Merchant Rank (Lanstrin League of Technology) [5/level]. Members also often have tech skills.

Rank	Title
6	High Techmaster
5	League Council Member 
4	Regional Guildmaster
3	Local Guildmaster
2	Master
1	Journeyman
0	Apprentice

The Modin

Members of the Modan usually have Merchant Rank (Modin) [5/level], as well as often having Social Stigma (Criminal Record) [-5] and other appropriate traits.

Rank	Title
6	Organization Leader
5	Organization Council Member 
4	Regional Guildmaster
3	Local Guildmaster
2	Master
1	Journeyman
0	Apprentice

The New Consortium

A new organization, members of the new Consortium are few, but becoming increasingly well-established. Members of the New Consortium usually have Merchant Rank (New Consortium) [5/level] as well as levels of Wealth [varies].

Rank	Title
6	Consortium Leader
5	Consortium Officer 
4	Lord Keeper
3	High Keeper
2	Keeper
1	Chargeman
0	Initiate

Organized Temples of Trystell

Members of the clergy usually have a few levels of Religious Rank [5/level] with the appropriate specialty for their deity. Advancement require living by the teachings of the religion, thus advancing past Religious Rank 0 requires that the character take the appropriate Disciples of Faith [-5]. Finally, members of the clergy can purchase Clerical Investment [5], which is common but not universal among Trystell's clerics.

Rank	Title
6	Prophet or Chosen One
5	Archcleric or Head of Major Order
4	Head of Minor Order or Powerful Temple
3	Head of Temple
2	Senior Cleric
1	Common Cleric
0	Lay-Cleric

Society for Lunar Magic Preservation

Members of the Society take Merchant Rank (Society for Lunar Magic Preservation) [5/level]. many also have the Lunar Magic power talent.

Rank	Title
6	Society Leader
5	Society Council Member 
4	Regional Guildmaster
3	Local Guildmaster
2	Master
1	Journeyman
0	Apprentice

Soldiers of the Field

Soldiers of the Field is the most known and widespread mercenary organization on Trystell. They are well respected for the quality of their troops and their willingness to stick to contracts. Members of this organization usually have a rank or two in Military Rank (Soldiers of the Field) [5/level] and Code of Honor (Mercenary) [-5].

Rank	Title
6	Lord General
5	Major General
4	Soldier General
3	Captain
2	Sargent
1	Soldier
0	Auxiliary Member

Training & Archetypes

Agent

Agents are spies or other "inside men" who work for any number of organizations.

  • Important Attributes: DX, IQ
  • Common Traits: Alternate Identity [5 or 15]; Charisma [5/level]; Contacts [Varies]; Danger Sense [15]; Luck [5/level]; Rogue Talent [15/level].
  • Common Skills: Acting, Counterfeiting, Detect Lies, Disguise, Escape, Fast-Talk, Filch, Forced Entry, Forensics, Forgery, Holdout, Lockpicking, Pickpocket, Sleight of Hand, Smuggling, Stealth, Streetwise, Traps, Urban Survival.

Artisan

A percentage of the population of any significantly large settlement on Trystell consists of professional experts. A number of these experts specialize in crafting all manner of goods, from spyglasses to magic swords. The best of these experts are true Artisans.

  • Important Attributes: IQ, Per.
  • Common Traits: Artisan Talent [10/level]; Curious [-5*]; Flexibility [5 or 15]; Hard of Hearing [-10]; High Manual Dexterity [5/level]; Merchant Rank (Lanstrin League of Technology) [5/level]; Missing Digit [-2/-5]; Versatile [5]; Wealth (Comfortable) [10].
  • Common Skills: Depends highly on the trade the artisan specialized in. Architecture, Armoury, Artillery, Artist, Carpentry, Engineer, Jeweler, Knot-Tying, Leatherworking, Machinist, Masonry, Mathematics, Mechanic, Poisoning, Sewing, Smith, Traps.

Assassin

Found wherever political intrigue makes overt killing not very prudent, Assassins flourish all over Trystell. Many find themselves in the employment of the Modin, while others work freelance.

  • Important Attributes: DX, IQ
  • Common Traits: Absolute Direction [5]; Contacts [varies]; Merchant Rank (Modin) [5/level]; Night Vision [1/level]; Overconfidence [-5*]; Rogue Talent [15/level]; Single-Minded [5]; Trademark [-5 or -10].
  • Common Skills: Acting, Crossbow, Forgery, Holdout, Poisons, Shadowing, Sleight of Hand, Thrown Weapon (Knife), Traps.

Barbarian

Barbarians are the warriors of the many nomadic peoples of Trystell.

  • Important Attributes: ST, HT
  • Common Traits: Absolute Direction [5]; Animal Empathy [5]; Combat Reflexes [15]; Fearlessness [2/level]; Fit [5]; Hard to Kill 2 [4]; High Pain Threshold [10]; Impulsiveness [-10*]; On the Edge [-15]; Social Stigma (Barbarian) [-10]; Temperature Tolerance 1 [1]; Warrior Talent [5/level].
  • Common Skills: Axe/Mace, Bow, Broadsword, Camouflage, Carousing, Intimidation, Navigation, Riding, Shield, Spear, Survival, Swimming

Bard

Bards are traveling performers, who wander Trystell telling stories and getting into trouble.

  • Important Attributes: IQ
  • Common Traits: Appearance [varies]; Bard Talent [10/level]; Charisma [5/level]; Chummy [-5/-10]; Compulsive Behavior (Carousing) [-5*]; Cultural Adaptability [10]; Eidetic Memory [5]; Language Talent [10]; Lecherousness [-15*]; Voice [10].
  • Common Skills: Area Knowledge, Carousing, Current Affairs, Dancing, Diplomacy, Fire Eaing, Makeup, Musical Composition, Musical Instrument, Observation, Performance, Poetry, Public Speaking, Sex Appeal, Singing

Cleric

Clerics on Trystell are not favored mortals, constantly in touch with their gods. They are members of an organized religious institution. Likewise, their magic is not channeled to them by the deity itself. Their magic comes from a mystic tradition taught by the religious institution from which they are a member. This magical tradition is kalid magic in the case of the clergies of the New Ones and lunar magic in the case of the clergies of the Old Ones.

  • Important Attributes: IQ, Will
  • Common Traits: Charitable [-15*]; Clerical Investment [5]; Cleric Talent [5/level]; Disciplines of Faith [-5]; Empathy [15]; Higher Purpose [5]; Kalid Magic Talent [10/level]; Lunar Magic Talent [10/level]; Magic Points [1/level]; Magine Magic Talent [10/level]; Religious Rank [5/level]; Selfless [-5*].
  • Common Skills: Administration, Detect Lies, Exorcism, First Aid, Philosophy, Public Speaking, Religious Ritual, Theology.

Demagogue

Every once in a while a charismatic individual will emerge that shows both great skill at organizing people and an aptitude towards nature. These exceptional individuals display a remarkable amount of empathy and for better or worse, can motivate people to move mountains. Because of the peculiar variant of kalid magic these Demagogues wield and because of their aptitude with nature, many scholars associate them with some prominent heresy that broke off from the clergy of Crono.

  • Important Attributes: IQ, HT
  • Common Traits: Animal Empathy [5]; Charisma [5/level]; Demagogue Talent [15/level]; Empathy [15]; Kalid Magic Talent [10/level]; Magic Points [1/level]; Spells [varies]; Voice [10].
  • Common Skills: Acting, Administration, Body Language, Detect Lies, Diplomacy, Fast-Talk, Intimidation, Leadership, Merchant, Politics, Propaganda, Public Speaking, Savior-Faire, Sex Appeal, Strategy, Thaumatology.

Kalid Hunter

The gathering of kalid parts from the corpses of slain kalids is an essential part of the magical economic system that fuels the practice of kalid magic. Because the market for kalid parts is so high, there exist experts trained and in the hunting and slaying of kalids.

  • Important Attributes: DX, Will, Per
  • Common Traits: Fit [5]; Combat Reflexes [15]; Danger Sense [15]; Enemy (Specific Kalid) [Varies]; Fearlessness [2/level]; Merchant Rank (Kalid's Guild) [-5/level]; Nightmares [-5*]; Night Vision [1/level]; No Sense of Humor [-10]; Peripheral Vision [15]; Ranger Talent [15/level]; Sense of Duty (Victims of Kalids) [-5]; Single-Minded [5].
  • Common Skills: Bow, Expert Skill (Taxidermy), Interrogation, Merchant, Occultism, Stealth, Physiology, Survival, Tactics, Tracking, Traps.

Kalid Mage

Kalid Mages are characters who specialize in the use of Kalid Magic. They are known for their manipulative magic and their ability to work with preserved body parts.

  • Important Attributes: IQ, Will
  • Common Traits: Eidetic Memory [5]; Kalid Magic Talent [10/level]; Mage Talent [5/level]; Magic Points [1/level]; Merchant Rank (Kalid's Guild) [5/level]; Social Stigma (Mage) [-5]; Spells [varies]; Status [10/level]; Wealth [varies].
  • Common Skills: Alchemy, Area Knowledge, Expert Skill (Taxidermy), History, Innate Attack, Occultism, Sleight of Hand, Thaumatology.

Knight

A knight is an aristocratic warrior, sometimes holding land and sometimes acting as a knight errant. Some knights hold to a chivalric ethical code, others abuse their power.

  • Important Attributes: ST, DX
  • Common Traits: Code of Honor (Knighthood) [-5]; Combat Reflexes [15]; Higher Purpose [5]; Military Rank (Circle of Honor) [5/level]; Status [10/level]; Warrior Talent [5/level]; Wealth [varies]; Weapon Master [varies]
  • Common Skills: Axe/Mace, Broadsword, Carousing, Falconry, Lance, Leadership, Riding, Shield, Tactics.

Lunar Mage

Lunar Mages are people whose expertise lies in using and understanding the complex incantations and devices of Lunar Magic. They have an inquisitive mind and shard problem-solving skills.

  • Important Attributes: IQ, Will
  • Common Traits: Eidetic Memory [5]; Lunar Magic Talent [10/level]; Mage Talent [5/level]; Magic Points [1/level]; Merchant Rank (Society for Lunar Magic Preservation) [5/level]; Social Stigma (Mage) [-5]; Spells [varies]; Status [10/level]; Wealth [varies].
  • Common Skills: Alchemy, Area Knowledge, History, Innate Attack, Machinist, Occultism, Sleight of Hand, Thaumatology.

Magine Mage

A new breed of mage, Magine Mages are experimental and apt at testing crackpot magical theories. Using a magical tradition that did not originate on Trystell, Magine Mages push the cutting edge of magery.

  • Important Attributes: IQ, Will
  • Common Traits: Eidetic Memory [5]; Mage Talent [5/level]; Magic Points [1/level]; Magine Magic Talent [10/level]; Merchant Rank (Institute for Magine Magic) [5/level]; Social Stigma (Mage) [-5]; Spells [varies]; Unusual Background (Magine Mage) [10]; Versatile [5].
  • Common Skills: Alchemy, Area Knowledge, Gardening, History, Innate Attack, Occultism, Sleight of Hand, Thaumatology.

Ranger

Rangers are the hardened outdoorsmen, surviving in the wilderness.

  • Important Attributes: HT, Per
  • Common Traits: Absolute Direction [5]; Animal Empathy [5]; Plant Empathy [5]; Ranger Talent [15/level]; Temperature Tolerance 1 [1/level];
  • Common Skills: Animal Handling, Camouflage, Falconry, Fishing, Hiking, Geology, Mimicry (Animal Sounds), Naturalist, Navigation, Riding, Survival, Teamster, Tracking, Veterinary, Weather Sense.

Thief

An individual who lives by stealing from others.

  • Important Attributes: DX
  • Common Traits: Acute Hearing [2/level]; Contact [Varies]; Danger Sense [15]; High Manual Dexterity [5/level]; Night Vision [1/level]; Overconfidence [-5*]; Perfect Balance [15]; Rogue Talent [15/level]; Trademark [-5 to -15].
  • Common Skills: Disguise, Escape, Fast-Talk, Filch, Forced Entry, Forgery, Holdout, Lockpicking, Observation, Pickpocket, Search, Shadowing, Sleight of Hand, Smuggling, Stealth, Streetwise, Traps, Urban Survival.

Thug

The scourge of dark alleyways, a master of drunken brawls, the thug is a master of all of them. Whether it’s beating loot out of people or speeding down the streets from the city guard, the Thug can manage it. They’re cool under pressure and exhibit an air of tough charisma.

  • Important Attributes: ST, HT, Will
  • Common Traits: Charisma [5/level]; Combat Reflexes [15]; Contacts [varies]; Daredevil [15]; Fearlessness [2/level]; Overconfidence [-5*]; Rogue Talent [15/level]; Social Stigma (Criminal Record) [-5].
  • Common Skills: Area Knowledge, Brawling, Carousing, Intimidation, Knife, Shadowing, Wrestling.

Character Creation & Play

Standard starting characters in the Trystell setting are normally built on 150 points, with the following restrictions:

  • There is a disadvantage limit of -30. Disadvantages and other things that have a negative point cost do not count against the disadvantage limit if they are part of a racial template. However, the template will count against your disadvantage limit itself if the total value is negative. Furthermore, buying down attributes outside of a racial template or buying off template-given skills and traits counts against the disadvantage limit.
  • Starting attributes cannot be bought up more than Racial Attribute Level +3 or below Racial Attribute Level -1.
  • Every character should have a racial template and a regional template; occupational templates are not required, but can be taken or serve as suggestions or guidelines on how to build different archetypes.
  • No skill may begin with more than 4 points in it.
  • No Power Talent may begin at Archmage level (must be level 3 or lower).
  • No character may have more than one skill Talent. Furthermore, no custom talents are allowed. This restriction applies even during character advancement.
  • No character may begin in possession of a magic item that she is not otherwise capable of creating.
  • All characters begin with Luck (Points) 3 [15] on top of their 150 point build.
  • Starting wealth is $1000 (10 gold pieces or 1000 bronze pieces).

Optional & House Rules

  • The No Jerk Disadvantages house rule is in effect.
  • Simplified Extra Effort (Version 3) is in use.
  • The Variant Fright Checks house rule is in use.
  • The Combat Revamp is in use.
  • Simplified Improvement Through Study: During periods of significant downtime, a number of character points to cover what was studied during that time will be handed out.
  • "Extras" Damage Rule: In some situations wherein the GM feels the story would be aided by avoiding a long drawn-out confrontation (because of pacing issues, etc.), characters and creatures that are not important to the plot in some way (a.k.a. not PCs, major villains, quest NPCs, etc.) roll HT at 0 HP. On a success, they're unconscious, on a failure, they die. This replaces the standard rolling vs. unconsciousness or death rules in those situations.
  • Damage Conversion: Large static damage bonuses are converted into extra dice of damage. Every +7 becomes +2d and every +4 becomes +1d.

Skills & Traits

Code of Honor

The following new Codes of Honor are available:

  • Knighthood: Never turn against your lord. Always treat nobility politely, even if an enemy. Other knights, nobles and foes deemed worthy of your respect always deserve a fair fight, without ambush or trickery. Never kill an unarmed man--such foes if unarmed deserve only a beating. -5 points.
  • Mercenary: Always honor a contract, even you later regret making it. Always be willing to back up those in your unit if pressed to fight. Never cheat, lie or steal from those in your unit or those with whom you have a contract. -5 points.

Compulsive Behavior

Several racial templates have the following Compulsive Behavior:

  • Compulsive Tinkering: You cannot resist the urge to disassemble and attempt to "improve" any piece of physical technology around you--from backpacks to wagons to suits of armor. Whether this is actually an improvement or not depends on whether you actually have skill in technology dealt with. Regardless of whether you have any such skill, for better or worse, you nevertheless feel compelled to try. -5 points.

Disciples of Faith

  • Brotherhood: Respect nature. Do not treat non-followers as equals. Do not participate in government or other religions. Bring disorder wherever you go. -5 points.
  • Crono: Do not lie. Do not steal, even from the dead. Do not kill unless in defense. Respect music and nature. Give time or money to good causes. Do what's right over what's lawful. Do not give oaths lightly. Do not be greedy. -5 points.
  • Derich: Do not gamble. Use intimidation only as a last resort. Respect music and nature. Do not steal or kill unless in self defense. Observe the holidays of Derich. -5 points.
  • diCrono: Oppose Crono and his followers in all things, subtly if possible, overtly if not. -5 points.
  • diEios: Oppose Eios and his followers in all things, subtly if possible, overtly if not. -5 points.
  • diZuriach: Oppose Zuriach and his followers in all things, subtly if possible, overtly if not. -5 points.
  • Eios: Gain a new piece of knowledge or material good each week. Do not steal. Do not murder. Do not give to the weak, they do not deserve it. Survival is to be prized over courage. Do not envy. It is virtuous to be wealthy. -5 points.
  • Garmech: Do not play favorites. Do not help friends over strangers. Treat all people as equals, regardless of race, gender, religion, talent, attractiveness or any other social distinction. -5 points.
  • Graeton: Live an orderly life. Meditate daily. Alter your desires to meet the circumstances of the world. Be monogamous. Do not steal or murder those in your society. -5 points.
  • Io: Give to the needy. Do not own a possession you would not feel comfortable giving away. Give oaths freely. Have pride. Always tell the truth. Never use contraceptives. Respect art. -5 points.
  • Kala: Think every decision through. Avoid overstatement. Do not marry. Fear that which you ought to fear. Be loyal to your superiors. -5 points.
  • Kalast: Do not become dogmatic. Embrace change. Accept new technology and magic. Do not miss a chance to pursue pleasure. Make time every day to enjoy yourself. -5 points.
  • Linquad: Do not steal from other followers of Linquad. Do not marry. Fear that which you ought to fear. Do not give gifts. Be loyal to your superiors. Know what you desire. -5 points.
  • Maoh: Do not listen to music or make use of ice. You may kill who you please when you please, as long as the killings do not become formulaic. The undead are to be respected. Do not abide by authority figures unless to undermine them. -5 points.
  • Urgoch: Always follow all laws. -5 points.
  • Vonschlic: Do not tolerate the use of Kalid Magic. Be honorable in warfare. Be loyal to your friends and courageous in the face of danger. Do not follow orders without thinking them through yourself. -5 points.
  • Wazrath: Have courage in all your actions. Do not be jealous or carry a grudge. Do not fight with honor. Do not steal, except from the dead. Procreate. -5 points.
  • Zuriach: Do not lie or steal. Do not kill unless it furthers the holy cause. Do not gamble. Do not be jealous. Do not break oaths. Do not tolerate evil and burn it to purify it. Do not question the will of Zuriach. -5 points.

Extra Fatigue

The following form of extra fatigue is necessary for using magic:

  • Magic Points: This is a special type of fatigue point that can only be used to power magic spells. Unlike normal fatigue, these points do not refill on their own and must be refilled by absorbing magical energy from an appropriate source (see the earlier section on Magic). Each point so absorbed retains its association with one type of magic and any modifiers for the quality of the source. Anyone may purchase Magic Points, whether they know magic spells or not; this represents the character's ability to absorb magical energy into her body, regardless of whether she's trained in its use. A character may only have a number of Magic Points up to a number equal to her Will. 1 point/level.

Gunslinger

The following new version of Gunslinger is available:

  • Bows: This version of Gunslinger works just like the version from the Basic Set, except that it applies to bows instead of firearms. Bows gain their full Acc without the need for an aim maneuver if used one-handed. They gain half their Acc without the need to aim if used two-handed. 15 points.

Rank

There are several sorts of rank available to characters on Trystell. This indicates the rank the character possesses in a specific large organization. The different organizations, ranks and prerequisites to hold rank are described in more detail in the section above on the different organizations. 5 points/level.

Social Stigma

  • Barbarian: This is a variant of Social Stigma (Minority Group) and has the same reaction modifiers: -2 to reaction rolls, except from others of your own kind. Your race is seen as less "civilized" and less advanced than "proper" society. -10 points.
  • Dead: You were once a member of a recognized race. However, you have died and come back with some sort of magic. Either you’re visibly not living, or your death is on record and can be verified if anyone checks your identity. You have no legal right to own property; your heirs can take possession of your worldly goods. If you attempt social interaction with the living, they react to you at -4; those who encounter you unexpectedly must make Fright Checks. -20 points.
  • Half-Breed: You are a cross-breed between two different races and as such are subject to stigma. People may view you as "weird," "unwanted" or even an abomination. You get a -2 penalty to reaction rolls, which may vary as high as -4 or as low as -0 for exceptionally prejudiced or tolerant individuals. -10 points.
  • Mage: In many places are not well-liked and are often blamed for things like crop failure or sickness. Thus in many places mages have a social stigma giving -1 to reaction rolls with the general population, but +1 to reactions rolls with other mages. -5 points.
  • Nuisance: Your race is regarded as an annoying pest by other races. This often results in them not wanting to deal with you. This gives a -2 on reaction rolls, except from others of your own kind. -10 points.

Status

The roles status plays in a character's life varies widely between the different regions of Trystell. Nevertheless, status is an important part of a character's social identity and greatly affects what sort of resources, social obligations and wealth a character might have. The different levels of status and examples of positions people might have who are that status are listed below.

Status	Examples
8	Rulers of Powerful Countries
7	Rulers of Less Powerful Countries
6	Royal Family, Rulers of Backwards Countries
5	Great Nobles, Global Organization Leader
4	Lesser Noble
3	Landed Knight, Guildmaster, Major City Mayor
2	Landless Knight, Mayor, Major Merchant
1	Squire, Merchant, Ship Captain, Cleric
0	Freeman, Apprentice
-1	Serf, Urban Rogue
-2	Slave, Beggar

What Status Gets You

Naturally, the cost of living for the different statuses grants a character a different set of possessions and type of lifestyle. Examples of the lifestyles of characters of different status levels are explained as follows:

  • Status 8: At least one major palace, and several smaller palaces and castles, along with large tracts of land for hunting or cultivation. Formidable guards, leading nobles competing to act as your servants, and whole government departments dedicated to managing your time, possessions and clothing.
  • Status 7: A large palace or formidable castle, and probably several other castles or mansions. Professional guards, knights or those of similar rank as your leading servants, and hundreds of lesser staff. A larger wardrobe than you could ever use, professionally managed, and stables full of fine horses.
  • Status 6: A moderate-sized palace, great castle, or very fine mansion, and probably several other estates. Some competent guards and a modest army of servants. A large wardrobe and stables full of good horses.
  • Status 5: A good castle or fortified manor, and some lesser holdings. Plenty of servants to run your dwellings, including trained guards. A large wardrobe, several good horses, and plenty of adequate mounts for your family and personal servants.
  • Status 4: A castle, fortified manor, or great town house, and probably subsidiary estates, with all the servants needed to run them. Some ordinary soldiers and their captain as guards. A substantial wardrobe, a good horse or two, and mounts for the high-status members of your household.
  • Status 3: A manor, keep, or large town house, with servants, some of them lightly armed. A couple of squires or captains to support you in battle if necessary. Multiple changes of clothes, including some fine court wear. Decent horses for you and your high-Status companions, and one or two spares.
  • Status 2: A reasonable rural house or a fine town house or quarters in some great establishment. A few staff to run your home, possibly including a well-armed warrior or two. A good wardrobe, including formal wear. A warhorse and several normal horses for your armed retainers.
  • Status 1: A comfortable country house or adequate town house, or good quarters in a more grand patron's establishment. A couple servants, some possibly armed. Several changes of clothes. A horse to suit your needs, and probably a mule or two for your servants.
  • Status 0: A rural cottage (rented, not owned), or several small rooms in town. Perhaps family members to help you out. A full change of clothes. An ox or donkey in the country; in town, enough credit to hire or borrow a mount if you need to travel short distances.
  • Status -1: A small cottage belonging to a landlord, a single rented room in town, or minimal quarters in the dingiest corners of some large establishment. Adequate clothes for your work, and probably some rags in case of emergencies.
  • Status -2: Shared quarters somewhere not very comfortable, or space next to trash piles in an alleyway.

Talent

There are two types of Talents: Skill Talents and Power Talents. Skill Talents give a bonus to a select list of skills and a reaction bonus to perople associated with those skills, as described in the Talen's description. Power Talents, on the other hand, serve as prerequisites for different spells and give a bonus to casting rolls and possibly some other spell-related rolls. A character may have only one skill talent.

Skill Talents

The following skill talents are available in the Trystell setting:

  • Artisan: Architecture, Armoury, Artist, Carpentry, Jeweler, Leatherworking, Masonry, Mechanic, Sewing, Smith. 10 points/level.
  • Bard: Area Knowledge, Current Affairs, Dancing, Fire Eaing, Makeup, Musical Composition, Musical Instrument, Performance, Poetry, Singing. 10 points/level.
  • Cleric: Exorcism, First Aid, Philosophy, Physician, Religious Ritual, Theology. 5 points/level.
  • Demagogue: Acting, Administration, Body Language, Detect Lies, Diplomacy, Fast-Talk, Intimidation, Leadership, Merchant, Politics, Propaganda, Public Speaking, Savior-Faire, Sex Appeal, Strategy. 15 points/level.
  • Mage: Alchemy, Expert Skill (Taxidermy), Gardening, Occultism, Sleight of Hand, Thaumatology. 5 points/level.
  • Ranger: Animal Handling, Camouflage, Falconry, Fishing, Hiking, Geology, Mimicry (Animal Sounds), Naturalist, Navigation, Riding, Survival, Teamster, Tracking, Veterinary, Weather Sense. 15 points/level.
  • Rogue: Disguise, Escape, Fast-Talk, Filch, Forced Entry, Forgery, Holdout, Lockpicking, Pickpocket, Sleight of Hand, Smuggling, Stealth, Streetwise, Traps, Urban Survival. 15 points/level.
  • Warrior: Armoury, Leadership, Soldier, Strategy, Tactics. 5 points/level.

Power Talents

The different power talents are as follows:

  • Kalid Magic: You are an expert in knowing how to extract magical energy from kalid parts to cast spells. Each level of this talent grants you +1 to casting rolls and an increased Talent limitation on all spells (-10%/level). You may only purchase 4 levels of this talent, after which the only was to advance your magical studies is more spells and the Unusual Background (Archmage) advantage. 10 points/level.
  • Lunar Magic: You are an expert in knowing how to extract magical energy from lunar devices to cast spells. Each level of this talent grants you +1 to casting rolls and an increased Talent limitation on all spells (-10%/level). You may only purchase 4 levels of this talent, after which the only was to advance your magical studies is more spells and the Unusual Background (Archmage) advantage. 10 points/level.
  • Magine Magic: You are an expert in knowing how to extract magical energy from magine plants to cast spells. Each level of this talent grants you +1 to casting rolls and an increased Talent limitation on all spells (-10%/level). You may only purchase 4 levels of this talent, after which the only was to advance your magical studies is more spells and the Unusual Background (Archmage) advantage. Additionally, to possess this talent at all, you must purchase Unusual Background (Magine Mage). 10 points/level.

Unusual Background

There are a number of different Unusual Backgrounds available for characters on Trystell. They are as follows:

  • Archmage: You have reached the upper limits of known magical practice and are pushing the boundaries of what is possible. Taking this Unusual Background requires knowledge of at least four spells and an appropriate magical Power Talent at level 4. 15 points.
  • Creature: You are not of a species that is one of the recognized "races" as standardized during the Golden Age. This trait is usually accompanies by Social Stigma (Valuable Property). The cost of this trait varies from 20 (for a bushman or kalid) to 30 (for other humanoid races) to 50 (for stranger races). 20, 30 or 50 points.
  • Cross-Magical Training: You have attuned your soul to multiple magical disciplines. 10 points.
  • Half-Breed: You are a half-breed between any two races that are capable of producing offspring. You have have traits possessed by either parental race. This costs 5 points if both parents were of the recognized races; 10 points if one or more were not. 5 or 10 points.
  • Outsider: You come from a region that is outside of Trystell proper. This may be Blaugh'Ock (20 points), the Underciv (10 points), the Kalid Realm (25 points) or the more distant regions, such as Fandikal (30 points). 10, 25 or 30 points.
  • Magine Mage: You have learned and practice the new art of magine magic. 10 points.
Personal tools
Current Campaign