GM Notes

Miscellanous Stuff

Imperial Privateer Charter

  • The Krakenhunter may fly the Imperial Colours.
  • The Krakenhunter is afforded free sanctuary, repair and docking at Imperial Controlled Ports, whilst it flies Imperial Colours.
  • The Krakenhunter may not instigate attacks or plundering of other Imperial Ships flying the Imperial Colours and with an appropriate Charter to do so.
  • The Krakenhunter must return 15% of it's booty to Imperial Holdings, namely any of the Imperial Trading Corporations or Military Outposts. The Krakenhunter is thus required to keep accurate accounts of expenditure, takings, travel and battles.
  • The Krakenhunter and it's crew may be co-opted into Imperial Fleets and Voyages, at request, and with adequate fiduciary compensation and pay to members of crew and it's officers.
  • The Krakenhunter may select and train it's own crew, and keep it's own chain of command and working structures.

Clauses that the GM has not put in because you haven't agreed to these, but they make sense:

  • The Krakenhunter is owed reasonable protection and assistance by Imperial Navy, Military and Chartered Captains whilst it flies Imperial Colours.
  • The Krakenhunter owes reasonable protection and assistance to Imperial Navy, Military and Chartered Captains in distress which fly Imperial Colours.

Rulings:

Skills and Abilities

  • Survival is a focus of the Nature Skill. There is no Agriculture Focus. Nature's focus is therefore, Husbandry, Herbology and Survival. Any character with Survival as a starting skill instead gains Nature, if the character would start with both Nature and Survival then they just gain Nature.
  • Copying an entire text, Literacy (Typography). This is a check taking an entire day. It is rolled on Dexterity and generates Per Bonus + DoS in gp worth of progress towards finishing a copy of a text, provided raw materials (ink and paper) is acquired. The total gp required to complete such a work, is equal to the number of pages in the book (normally say 100 pages per d6 of a ritual, or 1 page per d6 of a spell, etc) divided by 10 (giving a sp value, similiar to if a thesis was being created).
  • Creating a New Spell: Arcana (Arcanology) is rolled when creating a new spell. The character must have some idea of what the spell is they would like to create, and the GM sets a difficulty dice for the spell based on what he thinks is appropriate (generally this is based of similiar spells, or a stunt of another). This determines the DoS needed to complete the work, requiring 100 sp per d6 of the spell. Checks are then made, difficulty equal to the difficulty of the spell, on Intelligence, generating Per bonus +DoS in sp of progress. When the spell is half finished the GM will give the player the written out copy of the spell in it's details and such and the player can either stop, continue or alter research because they want to slightly change the effects of the spell. If the player wishes to change the effects of the spell, increasing or decreasing its power and this would add or subtract, difficulty dice, then they lose 1/2 of their progress, the checks are adjusted to reflect the new difficulty dice and sp required and they can start again. If they just wish to alter something in the spell, then the GM and player determine a rough % of the spell was altered, and subtract this from the players sp progress.
  • Controlled Rage (10 Exp): requires Frenzy and Defence Willpower (+1).
    • When Frenzied the character can attempt to 'Snap out of It' as a free action at the end of each of their turns instead of only when no enemies remain.
  • Spellfrenzy (x) (15x Exp): requires Unfettered Arcana (+x) and Frenzy.
    • When Frenzied the character does not have to Charge or all out attack, instead they may All-Out-Cast. This full action causes them to lose any reactions, and forces them to cast with their maximum number of Unfettered Arcana Dice. Additionally whilst doing so, they gain +x bonus dice to cast, as if these dice count as if they were also generated from unfettered arcana.
  • Bezerk Antimancy (10 Exp): requires Frenzy and Spellcraft (any) or Antimancy.
    • Whilst All-Out-Attacking or All-Out-Casting the character may still make Dispel reactions.
  • Spellower (x) (10x):
    • When determing the effects of your magic you add +x on top of Charisma or Charisma Bonus expressions for the Effects and Duration (not range) of your spells.

Miscellanous [Errata]

  • When you make the Athletics Check to Run, Sprint, Charge or such, your move is not reduced with degrees of failure.
  • When you fail Awareness (Initiative) at the start of combat, you cannot react until you have had your turn, essentially leaving you 'flat-footed'.

Rituals [Temporary Errata until new Edition]

  • Rituals do not have to be memorised. They are kept in spellbooks, similiar to spells. Casting a ritual without direct access to the incredibly complicated formulas and instructions increases the rituals difficulty. Anyone can cast any ritual from a Spellcraft they have trained, or at least attempt to (as rituals are based on the underlying premises of the particular school of magic) , by doubling any difficulty of spell. Therefore, attempting a risky ritual you don't know, essentially 'making it up as you go' is tough. A 3d6 ritual becomes 6d6 etc.
  • Bonuses to unsafe ritual casting are as follows: reduce difficulty by 1 dice if you have cast the ritual before, reduce the difficulty by another dice if you have Eidetic Memory.
  • Perfect memorisation of a ritual, a - la spells, is not possible. Rituals are incredibly contextual and have a huge amount of information in them.
  • Rituals normally take and extended duration 10+minutes. (We will say 10 minutes per d6 difficulty at this stage).

Mana
The unit/lifeforce/sould required to make magic items, fuel rituals, make golems, and to power technomagic engines.
Mana can be generated from burning experience, at a rate of 1 mana for 1 experience burnt.
Mana can be generated from forfeiting years of life, at a rate of 1 mana for each year forfeited, increasing on set of death.
Mana can be generated by consuming the souls of the dead, or sacrificed. A creature generates their Charisma Bonus + size modifier + 1 per 100 experience +1 per 1 renown of Mana when consumed in such a fashion.
Mana can be stripped from Daemons. A bound daemon generates Mana like a saturation zone. A daemon bound into a crystal or something has Mana equal to the sum of all the levels of its daemonic quirks, and abilities. + 1 per category.
Mana is generated over time be saturation zones. This mana can be tapped by whoever controls the zone.

Stealth and Detection [Errata]

  • Making a stealth check conceals you or covers your movement. The process for stealth is as follows:
    • Concealment is checked. Notice checks are made in secret and for free against Concealment. Penalty to the Notice Checks are at +1DD for rough terrain or reasonable distance (100mish or mountaints/woodland/scrub), +2DD for heavy terrain and extended distance (jungle/forest or 500mish). Extra difficulty dice afforded by lighting, +1DD for Moonlight, +2DD for pitch black.
    • If a creature is concealed they do not recheck stealth until they shift hiding spot. If a target fails to notice a concealed creature then they do not receive subsequent notice checks unless the stealthed creature attempts to shifts position (Shadowing), or if they move into a more advantageous position. If a creature passes their notice check, then they are rewarded by a 'Bad feeling, or the idea that those shadows might not be savory'.
    • A creature can then make a Discern check, at the same difficulty as the notice check, as an active check (generally a full round) to determine the location, and quantity of concealed creatures (still opposed by the same concealment roll).
    • If a creature is successfully concealed they only provoke further Notice checks when they take action. To sneak up on their target they make either Shadowing or Stalking checks to move towards the target. The target is only afforded a new Notice Check, should the stealthing creature fail a stealth check. A final Notice check is affored when the creature comes within Perception Bonus of metres (at 3d6+DD for lighting) or within Perception, based on the terrain. This is opposed to the Stalking check made to get this close and if successful the target becomes aware of the stealthed creature, and initiative is checked normally.
    • Should a creature fail a Stealth check, and their target roll a successful Notice check, then they make a Stealth Concealment roll. If this beats the DoS of the Notice check, then the target only receives a vague warning such as 'you heard a twig snap behind you, you think you are being followed'. If unsuccessful then the target becomes aware of the stealthed creature.
  • Stalking is checked to move up to your move distance silently, in close quarters, taking 1 round; Shadowing is checked to move up to 10x your move distance, through cover, silently and concealed, taking approximately a minute. Generally this means that across distance in narrative time, Shadowing checks are made, once initiative has been rolled, or the sneaker closes on their quarry, these checks become stalking. As such the simplest and quickest process of stealth would generally be: CONCEALMENT v NOTICE. SHADOWING (v NOTICE if failed). STALKING (v NOTICE if failed). Final STALKING v NOTICE once arriving within Per Bonus of target.

Size Categories [Errata]

Where x is steps below or above Medium and xr is the difference between the two sizes in question (eg 1 for medium v small, but 2 for small v large).

  • +2x to SB, DB, CB
  • Carrying capacity increased (larger than medium) by multiplying strength by 1+x or decreased (smaller than medium) by dividing strength by 1+x.
  • +xrBD (Larger target)/+xrDD (Smaller target) on to hit rolls
  • +xrDD (Defender smaller)/+xrBD (Defender larger) to resist manoeuvres
  • +xrBD (Controller larger) / xrDD (Controller smaller) when grappling
  • +x dice to stealth (BD if x is negative)
  • +x dice to climbing (BD if x is negative)
  • Weapon versatility shifted up or down by x.
  • Some spell effects have increased or decreased resistance based on size.

Character Generation

Stat Buys

Players may choose not to roll statistics, but rather to substitute them for an ability score point buy… if they are a wuss.

Such buys are either a 5, 4, 3, 3, 2, 1 in any order or a 4, 4, 3, 3, 2, 2, also in any order.

Experience for New Characters

A player whose character dies during a session makes a new character at 10% less experience than their old character. A player receives the experience that they would have received from the session in which they died before calculating their new experience. This 10% is always rounded down.

A player who retires their character during or after a session and makes a new character starts with 20% less experience than their old character, subject to the same experience gains from playing as above. This is always rounded down.

In either circumstance this calculation is afforded from 'value of purchased upgrades + remaining general experience'

Example:
A character has 5 general experience remaining.
They have 8 points of specific experience accrued but not spent on upgrades.
They have purchased the following upgrades:
Stealth (Shadowing +1) [purchased with 20 general experience]
Weapon Skill (Swords +1) [purchased with 5 weeks training, 2 specific exp from critical failures, and 13 general experience]

This characters 'experience count' for making a new character is equal to their General Experience (5) + spent experience (40). The particulars of how they purchased the upgrades are not of concern, merely the value of the upgrade. The unspent specific exp is lost when making a new character.

Thus based on this character, a new character from this character dying would start with 40 general experience, or from retirement, 36 general experience.

Additional Starting Cash

A new character gains additional starting money, equal to 1 silver sword for each point of general experience the new character starts with.


Setting Notes:

On Calendars:

The Imperial Calendar is used almost exclusively around the gulf for dates, though certain regional variations exist. The Imperial Calendar is as follows:

Winter - Dry

  • Month of Reborn Flame (31 Days)
    • 1 - New Years Day
  • Month of Eightfold Winds (31 Days)

Spring - Wet

  • Month of Soaring Dragons (31 Days)
    • 10th - Day of Hatchlings
  • Month of Waterfalls (30 Days)
    • (First Full Moon) - Festival of Waves
  • Month of The Horned Ones (32 Days)

Summer - Wet

  • Month of Entangling Roots (31 Days)
  • Month of Healing Heat (30 Days)
    • (First Chaeron) -Lady's Day
  • Month of Stormcaller (31 Days)
    • (Last Chaeron) - Lady's Wrath

Autumn - Dry

  • Month of The Sphinx (31 Days)
  • Month of Howling Worgs (30 Days)
  • Month of the Pale Lady (32 Days)
    • 3rd Festival of Fertility

Winter - Dry

  • Month of Drakescales (30 days)
    • (New Moon for 8 days) - The Dragon's Week
  • Month of the Nameless God (30 Days)
    • 30th - The Spellfasting

On Currency:

The various coinage in use throughout the Empire and its adjacent lands is diverse, though all are indexed relatively to the standard Imperial coin weights propagated over the long and slow expansion of the Sylvanates. Officially the current currency of the Sylvanates is the 'tayrii', standardised to a platinum coin, one side depicting a relief bust of Sylvanix Tayrasi, the other generally a dragon, Sylvanade God or another fearsome local daemon or legendary creature. This 'tayrii' named after the Sylvanix who introduced the standardised coinage and, is divided into 1 thousand 'parii' or 'pieces'. The various other coins minted by the Regencies and Sylvanates of the Empire are weighted and worth a denomination of 'parii' or 'tayrii'. The Imperial Mints in Chael-Mortaris mint 4 standard denominations of coins, all with Tayrasi's bust emblazoned on one side. The small standard full platinum tayrii, worth 1000 parii has a rampart dragon on the 'beast side'. The larger golden 'ceparii', worth 100 parii is emblazoned with a sickletoe drake and lancer rider on its 'beast side'. The moderate sized 'deparii', worth 10 parii are silver coins emblazoned with a star of swords on the 'beast side'. The smallest coin, the single 'parii' is copper and is emblazoned with a train of chained and working slaves on its beast side.

Whilst the Imperial mints occasionally mint other coins, such as the 'demitayr', or golden coin worth 500 parii, emblazoned with a casting mage on the beast side, it is these 4 denominations of coins that see the most circulation and use in the Empire. These coins are commonly referred to by their stamps, regardless of the 'parii' or 'tayrii' value. As such they are usually referred to as dragons (or daemons in some circumstances), drakes (or riders), swords (or stars) and slaves (or chains). Some in outlining merchant towns prefer to call coinage by its actual parii value, or simply by its metal weight, as some Imperial High Houses and some Regencies have special permission to mint their own coinage.

All of these coins (regardless of whether they are an obscure coin minted by a High House or esoteric Regency) are properly indexed by the weight of their precious metal to to the value of the coin in parii, which ensures consistent value across the Empire. Regardless of whether a coin bears the House Sylanus Flame (known as golden 'spells', normally worth 250 'parii'), Haevarian emblazoned Harpies (silver harpies are normally worth 40 'parii') or even the tiny adamantine double-tayrii minted in Chaleoth (emblazoned with twin dragons, worth 2 tayrii) these coins can easily by used in any province of the empire without commission or fuss.

Any non Imperial coins, those not minted by the Imperial Mints, High Houses or an approved Regency, are considered illegal tender in the Empire. Approved institutions can always change Rakshassan 'talos', Mestrian 'demestri' or 'dinar' to 'parii' based on current exchange rates, but using such tender within the empire is a sure way to run afoul of the Adamantine Temple, which generally policies currency and commerce.

All Imperial coinage is Triangular.


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