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	<id>https://swiki.fancruft.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=IXJac</id>
	<title>Sphere - User contributions [en]</title>
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	<updated>2026-04-11T14:31:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://swiki.fancruft.com/index.php?title=IX_Wars&amp;diff=69957</id>
		<title>IX Wars</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=IX_Wars&amp;diff=69957"/>
		<updated>2021-01-30T01:26:18Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Intro ==&lt;br /&gt;
&lt;br /&gt;
It is a time of vengeance!  The victorious Rebel Alliance has destroyed the second Death Star and slain the evil emperor Palpatine.  The Galactic Empire is in chaos as the Emperor’s minions execute his diabolical last will and testament – Operation Cinder!  An order to scourge the galaxy upon the death of its Sith master, killing Imperial and Rebel alike.&lt;br /&gt;
&lt;br /&gt;
At the edge of the Empire, under influence of the cunning Princess Sensara, the Syrinx Sector Fleet has mutinied rather than burn its beautiful homeworld to ash.  Escaping battle over Syrinx, the old Star Destroyer EXCORIATOR has been sabotaged by Imperial Navy officers opposed to the Emperor’s orders and now lies crippled in the outer rim as her crew turn their weapons on each other.&lt;br /&gt;
&lt;br /&gt;
Under the leadership of Lieutenant Kari M’Corbo, a daring team of Rebel agents have found the drifting Star Destroyer among the Sanjan asteroids and seek to capture her for the Alliance, helping to restore peace and freedom to the Rim. . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Katidas Tarkin]] &#039;&#039;&#039;Shrike&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Sola_Saxon]] &#039;&#039;&#039;Rex&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Aiteim Corbantis]] &#039;&#039;&#039;MW&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Erdan_Ramis]] &#039;&#039;&#039;Lokar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[KR-74]] &#039;&#039;&#039;Arc&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Character_Creation&amp;diff=68267</id>
		<title>AI:L Character Creation</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Character_Creation&amp;diff=68267"/>
		<updated>2020-03-19T01:04:29Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Character Creation Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v.0.40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Rules=&lt;br /&gt;
&lt;br /&gt;
	Characters or “heroes” are built around a collection of statistics, skills, traits, quirks and themes.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Basics==&lt;br /&gt;
&lt;br /&gt;
	The base of a character is their statistics and their skills.  There are four stats, those being Senses, Physique, Intellect and Spirit.  Each stat is also linked to an “Exploit Pool,” which is equal to the value of the stat.  The pool for Senses is Focus, the pool for Physique is Adrenaline, the pool for Intellect is Willpower, and the pool for Spirit is Core Aether.  These exploits are spent to activate various special abilities and fully refresh at the end of a combat or conflict.&lt;br /&gt;
&lt;br /&gt;
	There are several dozen skills which are rolled in conjunction with a single stat.  While stats indicate a character’s natural talent, skills indicate their training and experience.  Only Heroes can take stats or skills higher than 5.&lt;br /&gt;
&lt;br /&gt;
Stats take their current level times 2 in Character Points to raise (minimum 2), while Skills take their current level times 1 to raise (minimum 1).&lt;br /&gt;
&lt;br /&gt;
Cost to buy a stat or skill to the appropriate level at game start:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Starting Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
|-&lt;br /&gt;
| CP Cost to buy Stat&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
| 32&lt;br /&gt;
| 44&lt;br /&gt;
| 58&lt;br /&gt;
| 74&lt;br /&gt;
| 92&lt;br /&gt;
|-&lt;br /&gt;
| CP Cost to buy Skill&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 11&lt;br /&gt;
| 16&lt;br /&gt;
| 22&lt;br /&gt;
| 29&lt;br /&gt;
| 37&lt;br /&gt;
| 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Traits are special character qualities that grant the character special abilities.  Traits often allow a character to violate in whole or in part a particular game rule, or provide specific bonusses to a particular type of action.  A character starts with five trait points, and gains an additional five every time they gain a level of Heroic Ascent.  Most traits are restricted to characters with certain skill levels and/or hero levels.&lt;br /&gt;
&lt;br /&gt;
Quirks are interesting aspects of a character’s appearance, nature, or personality and are what makes them unique.  Quirks often reinforce certain behaviours by providing the character rewards if they act in a certain way.  A character starts with three quirk points and gains more in game.  A character can also choose to convert a trait point to a quirk point.&lt;br /&gt;
&lt;br /&gt;
Themes are elements of the current narrative that are particularly important to a character.  Themes are part of the metagame and allow the GM and other players to know what is important to each other.  They also provide small bonuses to the character.  Themes can be based on people, events, ideas or things.  The GM picks the first theme, and then each player selects an additional theme for the adventure.  Each player then states where their character stands in regard to the various themes in play.&lt;br /&gt;
&lt;br /&gt;
==Exploits==&lt;br /&gt;
&lt;br /&gt;
Natural Stats also govern the Exploits a character has access to.  Exploits are special pools of expendable personal resources that a character can use to give themselves an advantage.  Managing Exploits is key to success in the Ascension system, particularly in combat.&lt;br /&gt;
&lt;br /&gt;
The four exploits are:&lt;br /&gt;
&lt;br /&gt;
::Adrenaline	(Primary Physique)&lt;br /&gt;
::Focus		(Primary Senses)&lt;br /&gt;
::Willpower	(Primary Intellect)&lt;br /&gt;
::Core Aether	(Primary Spirit)&lt;br /&gt;
&lt;br /&gt;
	The size of an exploit pool is equal to the size of the primary stat, however specific bonuses can raise it above this.&lt;br /&gt;
&lt;br /&gt;
	In some cases Exploits can also be granted by external equipment with its own unique pool. The most common of these is Ammunition for weapons.  In this case the External Exploit pools must also be tracked.  These External Pools tend to be both smaller and less flexible than the character’s own internal pools.&lt;br /&gt;
&lt;br /&gt;
	Exploits are spent to activate various traits and abilities.  A character can also spend one exploit from each pool once per round to give themselves a +2 edge bonus to any one roll made using that Exploit’s primary stat.&lt;br /&gt;
&lt;br /&gt;
	Exploit pools naturally recover completely at the end of a scene or battle, unless additional effects interfere with this.&lt;br /&gt;
&lt;br /&gt;
==Heroic Ascent==&lt;br /&gt;
&lt;br /&gt;
A character gains Heroic Ascent based on the amount of CP spent on their character sheet.  Every time a Hero gains another level of Heroic Ascent they gain one free Stat point.  This free stat point does not count towards CP totals for either Heroic Ascent or Trait progression.&lt;br /&gt;
&lt;br /&gt;
When playing a character-based game, trait points can be awarded incrementally during the gain of CP, before reaching the next Hero level.&lt;br /&gt;
&lt;br /&gt;
::A character with 25 CP is a Mook.  Mooks start with three trait points, including their ancestry trait, and unlike other characters have only one quirk.  Mooks are the random cannon fodder or extras that fill most scenes, and their stats are usually specialized towards whatever immediate role they fill.&lt;br /&gt;
&lt;br /&gt;
::A character with 50 CP is a Bit Character.  Bit Characters star with four trait points.  Bit Characters are random characters that may be encountered anywhere.  They are a step up from Mooks and can be used to add additional challenge.&lt;br /&gt;
&lt;br /&gt;
::A character with 75 CP is a Supporting Character.  A Supporting Character starts with five trait points.  Supporting Characters can be random characters intended to pose a little more challenge, or they can be recurring characters that don&#039;t quite meet the level required to be a true hero.&lt;br /&gt;
&lt;br /&gt;
::A character with 100 CP is a Level 1 Hero or a Local Hero.  Local Heroes gain five additional trait points, one Heroic skill, and one free stat point.  Local heroes exist all over a nation, from the ace pilot of a squadron, to the best sniper of a commando outfit, to a jaded street thief, to a young magical prodigy.&lt;br /&gt;
&lt;br /&gt;
::A character with 200 CP is a Level 2 Hero or a Rising Hero.  Rising Heroes are characters that have made a name for themselves, and are on the way up to either further greatness or an early grave.  Rising heroes gain five additional trait points, one Heroic skill, and one free stat point.  &lt;br /&gt;
&lt;br /&gt;
::A character with 400 CP is a Level 3 Hero or Famous Hero.  National Heroes are characters whose exploits are known across their faction and are held up as ideas to follow, or notorious villains to shun and fear.  National Heroes gain five additional trait points, one Heroic skill, and one free stat point.&lt;br /&gt;
&lt;br /&gt;
::A character with 600 CP is a Level 4 Hero or Renowned Hero.  Famous Heroes are known world-wide and beyond, and whose names and exploits will be remembered for centuries.  Famous Heroes gain five additional trait points, one Heroic skill, and one free stat point.&lt;br /&gt;
&lt;br /&gt;
::A character with 1,000 CP is a Level 5 Hero or Legendary Hero.  The exploits of Legendary Heroes are already becoming myth in their lifetimes, and will be remembered for aeons down the ages.  Legendary Heroes gain five additional trait points, one Heroic skill, and one free stat point.&lt;br /&gt;
&lt;br /&gt;
Heroic Skills are those at which the character is particularly adept and unlikely to fail in.  Each Heroic level a character can designate a new skill as &amp;quot;Heroic.&amp;quot;  When using a Heroic skill the character can spend one Exploit from the skills normal Exploit pool to roll 2d10 and take the best die, or can spend three Exploits to roll 2d10 and add them together.  This is known as a Heroic Surge.&lt;br /&gt;
&lt;br /&gt;
Heroic Surges are a good way to score fantastic successes, but there is also a certain power in being the target of an opponent&#039;s Heroic Surge and surviving.  Each enemy Hero affected by a Heroic Surge and not killed or incapacitated gains, at the end of the current turn, one Exploit of their choice for every Exploit spent on the Surge or reduces their PS by five for every Exploit spent on the surge.  Thus if you target an enemy Hero with a Heroic Surge it&#039;s a good idea to finish them off, lest you only re-invigorate them.&lt;br /&gt;
&lt;br /&gt;
==Distinguishing Features==&lt;br /&gt;
&lt;br /&gt;
A character starts with at least three distinguishing features, such as the way they look, dress, talk, or some other thing that makes them stand out.  These distinguishing features can be related to any quirks the character may have, or they may be something else.  Unless related to quirks or traits, distinguishing features have no immediate game effect, but they serve to help identify a character as an individual rather than just a collection of numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Character_Creation&amp;diff=68266</id>
		<title>AI:L Character Creation</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Character_Creation&amp;diff=68266"/>
		<updated>2020-03-19T01:03:51Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Exploits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v.0.40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Rules=&lt;br /&gt;
&lt;br /&gt;
	Characters or “heroes” are built around a collection of statistics, skills, traits, quirks and themes.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Basics==&lt;br /&gt;
&lt;br /&gt;
	The base of a character is their statistics and their skills.  There are four stats, those being Senses, Physique, Intellect and Aether.  Each stat is also linked to an “Exploit Pool,” which is equal to the value of the stat.  The pool for Senses is Focus, the pool for Physique is Adrenaline, the pool for Intellect is Willpower, and the pool for Aether is Core Aether.  These exploits are spent to activate various special abilities and fully refresh at the end of a combat or conflict.&lt;br /&gt;
&lt;br /&gt;
	There are several dozen skills which are rolled in conjunction with a single stat.  While stats indicate a character’s natural talent, skills indicate their training and experience.  Only Heroes can take stats or skills higher than 5.&lt;br /&gt;
&lt;br /&gt;
Stats take their current level times 2 in Character Points to raise (minimum 2), while Skills take their current level times 1 to raise (minimum 1).&lt;br /&gt;
&lt;br /&gt;
Cost to buy a stat or skill to the appropriate level at game start:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Starting Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
|-&lt;br /&gt;
| CP Cost to buy Stat&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
| 32&lt;br /&gt;
| 44&lt;br /&gt;
| 58&lt;br /&gt;
| 74&lt;br /&gt;
| 92&lt;br /&gt;
|-&lt;br /&gt;
| CP Cost to buy Skill&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 11&lt;br /&gt;
| 16&lt;br /&gt;
| 22&lt;br /&gt;
| 29&lt;br /&gt;
| 37&lt;br /&gt;
| 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Traits are special character qualities that grant the character special abilities.  Traits often allow a character to violate in whole or in part a particular game rule, or provide specific bonusses to a particular type of action.  A character starts with five trait points, and gains an additional five every time they gain a level of Heroic Ascent.  Most traits are restricted to characters with certain skill levels and/or hero levels.&lt;br /&gt;
&lt;br /&gt;
Quirks are interesting aspects of a character’s appearance, nature, or personality and are what makes them unique.  Quirks often reinforce certain behaviours by providing the character rewards if they act in a certain way.  A character starts with three quirk points and gains more in game.  A character can also choose to convert a trait point to a quirk point.&lt;br /&gt;
&lt;br /&gt;
Themes are elements of the current narrative that are particularly important to a character.  Themes are part of the metagame and allow the GM and other players to know what is important to each other.  They also provide small bonuses to the character.  Themes can be based on people, events, ideas or things.  The GM picks the first theme, and then each player selects an additional theme for the adventure.  Each player then states where their character stands in regard to the various themes in play.&lt;br /&gt;
&lt;br /&gt;
==Exploits==&lt;br /&gt;
&lt;br /&gt;
Natural Stats also govern the Exploits a character has access to.  Exploits are special pools of expendable personal resources that a character can use to give themselves an advantage.  Managing Exploits is key to success in the Ascension system, particularly in combat.&lt;br /&gt;
&lt;br /&gt;
The four exploits are:&lt;br /&gt;
&lt;br /&gt;
::Adrenaline	(Primary Physique)&lt;br /&gt;
::Focus		(Primary Senses)&lt;br /&gt;
::Willpower	(Primary Intellect)&lt;br /&gt;
::Core Aether	(Primary Spirit)&lt;br /&gt;
&lt;br /&gt;
	The size of an exploit pool is equal to the size of the primary stat, however specific bonuses can raise it above this.&lt;br /&gt;
&lt;br /&gt;
	In some cases Exploits can also be granted by external equipment with its own unique pool. The most common of these is Ammunition for weapons.  In this case the External Exploit pools must also be tracked.  These External Pools tend to be both smaller and less flexible than the character’s own internal pools.&lt;br /&gt;
&lt;br /&gt;
	Exploits are spent to activate various traits and abilities.  A character can also spend one exploit from each pool once per round to give themselves a +2 edge bonus to any one roll made using that Exploit’s primary stat.&lt;br /&gt;
&lt;br /&gt;
	Exploit pools naturally recover completely at the end of a scene or battle, unless additional effects interfere with this.&lt;br /&gt;
&lt;br /&gt;
==Heroic Ascent==&lt;br /&gt;
&lt;br /&gt;
A character gains Heroic Ascent based on the amount of CP spent on their character sheet.  Every time a Hero gains another level of Heroic Ascent they gain one free Stat point.  This free stat point does not count towards CP totals for either Heroic Ascent or Trait progression.&lt;br /&gt;
&lt;br /&gt;
When playing a character-based game, trait points can be awarded incrementally during the gain of CP, before reaching the next Hero level.&lt;br /&gt;
&lt;br /&gt;
::A character with 25 CP is a Mook.  Mooks start with three trait points, including their ancestry trait, and unlike other characters have only one quirk.  Mooks are the random cannon fodder or extras that fill most scenes, and their stats are usually specialized towards whatever immediate role they fill.&lt;br /&gt;
&lt;br /&gt;
::A character with 50 CP is a Bit Character.  Bit Characters star with four trait points.  Bit Characters are random characters that may be encountered anywhere.  They are a step up from Mooks and can be used to add additional challenge.&lt;br /&gt;
&lt;br /&gt;
::A character with 75 CP is a Supporting Character.  A Supporting Character starts with five trait points.  Supporting Characters can be random characters intended to pose a little more challenge, or they can be recurring characters that don&#039;t quite meet the level required to be a true hero.&lt;br /&gt;
&lt;br /&gt;
::A character with 100 CP is a Level 1 Hero or a Local Hero.  Local Heroes gain five additional trait points, one Heroic skill, and one free stat point.  Local heroes exist all over a nation, from the ace pilot of a squadron, to the best sniper of a commando outfit, to a jaded street thief, to a young magical prodigy.&lt;br /&gt;
&lt;br /&gt;
::A character with 200 CP is a Level 2 Hero or a Rising Hero.  Rising Heroes are characters that have made a name for themselves, and are on the way up to either further greatness or an early grave.  Rising heroes gain five additional trait points, one Heroic skill, and one free stat point.  &lt;br /&gt;
&lt;br /&gt;
::A character with 400 CP is a Level 3 Hero or Famous Hero.  National Heroes are characters whose exploits are known across their faction and are held up as ideas to follow, or notorious villains to shun and fear.  National Heroes gain five additional trait points, one Heroic skill, and one free stat point.&lt;br /&gt;
&lt;br /&gt;
::A character with 600 CP is a Level 4 Hero or Renowned Hero.  Famous Heroes are known world-wide and beyond, and whose names and exploits will be remembered for centuries.  Famous Heroes gain five additional trait points, one Heroic skill, and one free stat point.&lt;br /&gt;
&lt;br /&gt;
::A character with 1,000 CP is a Level 5 Hero or Legendary Hero.  The exploits of Legendary Heroes are already becoming myth in their lifetimes, and will be remembered for aeons down the ages.  Legendary Heroes gain five additional trait points, one Heroic skill, and one free stat point.&lt;br /&gt;
&lt;br /&gt;
Heroic Skills are those at which the character is particularly adept and unlikely to fail in.  Each Heroic level a character can designate a new skill as &amp;quot;Heroic.&amp;quot;  When using a Heroic skill the character can spend one Exploit from the skills normal Exploit pool to roll 2d10 and take the best die, or can spend three Exploits to roll 2d10 and add them together.  This is known as a Heroic Surge.&lt;br /&gt;
&lt;br /&gt;
Heroic Surges are a good way to score fantastic successes, but there is also a certain power in being the target of an opponent&#039;s Heroic Surge and surviving.  Each enemy Hero affected by a Heroic Surge and not killed or incapacitated gains, at the end of the current turn, one Exploit of their choice for every Exploit spent on the Surge or reduces their PS by five for every Exploit spent on the surge.  Thus if you target an enemy Hero with a Heroic Surge it&#039;s a good idea to finish them off, lest you only re-invigorate them.&lt;br /&gt;
&lt;br /&gt;
==Distinguishing Features==&lt;br /&gt;
&lt;br /&gt;
A character starts with at least three distinguishing features, such as the way they look, dress, talk, or some other thing that makes them stand out.  These distinguishing features can be related to any quirks the character may have, or they may be something else.  Unless related to quirks or traits, distinguishing features have no immediate game effect, but they serve to help identify a character as an individual rather than just a collection of numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Skill_List&amp;diff=68263</id>
		<title>AI:L Skill List</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Skill_List&amp;diff=68263"/>
		<updated>2020-03-18T19:12:04Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v.0.40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
	Skills are the abilities a character learns over the course of their lifetime.  Skills add bonuses to specific rolls.  A skill is rolled in conjunction with the relevant Stat.  For example, a character would roll Senses + Firearms + 1d10 to fire a pistol, or Intellect + Conversation + 1d10 to attempt to sway a crowd.&lt;br /&gt;
&lt;br /&gt;
	Most people will have values of 1-5 in a skill.  Skills cannot naturally be raised higher than 5 unless a character possesses Hero levels.  10 is the maximum natural value for a human Skill, however values can be raised above this with Traits and other enhancements.  Many Traits also require levels in specific skills.&lt;br /&gt;
&lt;br /&gt;
	A character can attempt a roll for a skill they do not possess, however they can only roll 1d6 in this case. Once a character reaches level 10 in any skill they are considered to have mastered it.  This allows them to choose to automatically score a 10 on one die of any roll involving that skill.  If this option is chosen, the roll cannot critically succeed.  This option costs one point of the appropriate Exploit.&lt;br /&gt;
&lt;br /&gt;
	Skills are listed below broken down into rough categories based on their primary area of usefulness.  These categories have no in-game effect and are only for convenience of organization.&lt;br /&gt;
&lt;br /&gt;
==Core Skills==&lt;br /&gt;
&lt;br /&gt;
Alertness:  Alertness is used for awareness of a character’s surroundings.  It is rolled with Senses.  It is rolled for initiative with ranged weapons, and can also be used for initiative with any weapon in the first round of combat.&lt;br /&gt;
&lt;br /&gt;
Athleticism:  Athleticism is used for an array of physical actions, including running, dodging, and throwing.  It is rolled with Physique.  It is rolled for initiative with close combat weapons, and can also be used with any ranged weapon if the character starts the round locked in close combat.&lt;br /&gt;
&lt;br /&gt;
Concentration: Concentration is used for routine technical actions taken under pressure, such as quickly switching out praxis wafers, performing complex mathematics while in a distracting environment, or operating complex equipment.  It is rolled with Intellect.  It is rolled for initiative when using technical actions or equipment, including the casting in combat of most Thaumatech praxi.&lt;br /&gt;
&lt;br /&gt;
Intuition: Intuition is a general social awareness of what makes people “tick;” what motivates them, frightens them, what they like and what they don’t.  It is useful for sensing lies, detecting personality quirks, and grasping the nature of a social situation.  It is rolled with Intellect, and is used for initiative in social conflicts.&lt;br /&gt;
&lt;br /&gt;
Aether Channel: Ether Channel determines how skilled a character is at directing aether (aether is energy within, ether the energy without) flows through their body.  It is an important skill for all forms of magical power, although it is particularly valuable for willwork and sorcery.  It is rolled with Spirit, and is rolled for initiative when using willwork or sorcery.&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
&lt;br /&gt;
Archery: Archery is for all forms of bow use, which require specific training (this skill).  The skill also involves the maintenance of bow, and the creation of arrows.  It is rolled with Physique.&lt;br /&gt;
&lt;br /&gt;
Firearms: Firearms covers all forms of personal firearms, including pistols and rifles, but also including larger weapons such as machineguns and rocket launchers.  Additional traits can provide bonuses to a character’s preferred weapons.  It is rolled with Senses.&lt;br /&gt;
&lt;br /&gt;
Melee Weapons: Melee weapons include the full range of hand to hand weapons, including knives, clubs, spears and swords.  It is a general proficiency, however special talent with particular weapons can be purchased as Traits.  It is rolled with Physique.&lt;br /&gt;
&lt;br /&gt;
Tactics: Tactics is knowledge of practical combat drills, as opposed to the more cerebral Military Theory.  It can be used to set up bonuses before a battle begins, and to call on additional resources during combat.  It is rolled with Intellect, and is used for initiative in tactical battles.&lt;br /&gt;
&lt;br /&gt;
Unarmed: Unarmed is for hand-to-hand combat.  It can be complementary to the use of Melee Weapons.  It is a general proficiency, however specific martial arts forms can be further purchased as Traits.  It is rolled with Physique.&lt;br /&gt;
&lt;br /&gt;
Leadership: Leadership is a short round social conflict action used in combat to direct and inspire those on your own side.  It is rolled with Intellect or Physique.&lt;br /&gt;
&lt;br /&gt;
==World Skills==&lt;br /&gt;
&lt;br /&gt;
Navigation: Navigation is the ability to find your way from one place to another, even without specialized equipment.  Although modern equipment will often do basic navigation for the user, Navigation allows for the character to anticipate hazards, or plot better routes.  It is rolled with Intellect.&lt;br /&gt;
&lt;br /&gt;
Construction: Construction is used for creating buildings and other structures.  A rating in this skill means a character understands both how to design and how to build.  Aside from mundane construction, it is useful when performing transmutation effects.  It is rolled with Intellect.&lt;br /&gt;
&lt;br /&gt;
Ecology: Ecology is the understanding of the ecosystem, including plants and animals.  It is commonly used for farming, but is also heavily used in magic, as well as by snake eating survivalists.  It is rolled with Intellect.&lt;br /&gt;
&lt;br /&gt;
Local Knowledge: Local Awareness is a characters general understanding of commonly available facts about the region they are in.  It does not provide any insight into secret information, but it does mean the character will be aware of the regional history, current events, and in some cases, juicy gossip.&lt;br /&gt;
&lt;br /&gt;
==Vehicle Skills==&lt;br /&gt;
&lt;br /&gt;
Weapon Systems: Weapon Systems are usually large and remotely operated weapons where the character does not physically hold and control the weapon themselves.  This is usually the case for heavy vehicle mounted weapons.  It is rolled with Senses.&lt;br /&gt;
&lt;br /&gt;
Technical Systems: Technical Systems is the operation of various other systems for complex mechanical equipment, such as sensors, engines, and retractable cup holders.  It is rolled with Intellect, although some traits allow it to occasionally be rolled with Physique.&lt;br /&gt;
&lt;br /&gt;
Drive: Drive is used for the direct operation of ground vehicles.  It is generally rolled with Senses.  Some classes of vehicles such as TrackIrons and Autoclaires require specific traits to operate, or operate without penalty.  Some advanced ground vehicles link the user directly with the machine and bypass the need for this skill.&lt;br /&gt;
&lt;br /&gt;
Pilot: Pilot is used for the direct operation of flying vehicles.  It is rolled with Senses.  Most flying vehicles require specific traits to operate or operate without penalty, such as Stratodynes, Aerodynes, or Kerajan.  Some advanced flying link the user directly with the machine and bypass the need for this skill.&lt;br /&gt;
&lt;br /&gt;
Ride: Ride is used for all riding animals, and involves actually getting them to do what you want, as well as properly caring for them.  It applies to riding land, water, and air based animals, although certain exotic creatures require an additional trait to ride effectively.  Ride is rolled with Physique.&lt;br /&gt;
&lt;br /&gt;
==Covert Skills==&lt;br /&gt;
&lt;br /&gt;
Stealth: Stealth is used for sneaking around and hiding yourself and evidence of your presence from detection.  It is rolled with Physique.&lt;br /&gt;
&lt;br /&gt;
Deception: Deception is used to fool others into believing a character is someone they are not.  In benign usage it can be used for acting, but it can also be used to infiltrate social gatherings, or to disguise a character as someone else, or to avoid notice by being overlooked.  Stealth and Deception can easily be used to support each other.  Deception is rolled with Intellect.&lt;br /&gt;
&lt;br /&gt;
Investigation: Investigation is the knowledge of formalized techniques to uncover evidence.  It is a long round action and can be rolled in place of alertness, or can sometimes be rolled as a supporting action for alertness.  In involves the knowledge of forensic practices like fingerprinting, blood spatter, and psychometry.  It is rolled with Intellect.&lt;br /&gt;
&lt;br /&gt;
Legerdemain: Legerdemain covers things from slight of hand magic tricks to pick pocketing.  It can be used to palm small items without notice, or the reverse.  It is often rolled with Deception in support.  It is rolled with Physique.&lt;br /&gt;
&lt;br /&gt;
Codes: Codes is used to create, use and decode various ciphers.  It is also used for special languages, both verbal and non-verbal.  Each level in codes allows the character to learn either a general type of code, or a specific coded language.  These include text ciphers, numeric ciphers, machine ciphers, etheric ciphers as well as code languages like Bip Code, and Zenith battle mudras.&lt;br /&gt;
&lt;br /&gt;
==Social Skills==&lt;br /&gt;
&lt;br /&gt;
Graces: Graces influences how adept a character is at using social graces to their benefit, such as putting on a stunning appearance, or adopting impressive mannerisms.  At root, it’s the art of looking good.  Graces is usually rolled with Physique, but it can also be used with Intellect with certain social traits.  It can be used for initiative in the first round of social conflict (first impressions).&lt;br /&gt;
&lt;br /&gt;
Languages: This is the knowledge of common languages.  Each level equals another language known.  It does not include the knowledge of Thaumatechnical and magical languages which require specific Traits.  Languages include Jibrilite (the “common” language of  most of the world), Imperial Zenith (the common tongue of the Empire), Oldbold (the old Kobold language), Onigo (the language of the ogres), Alfar (the elvish common tongue), and a multitude of local Heylel, Rafaelan and Mikealan dialects.&lt;br /&gt;
&lt;br /&gt;
Social Circles: Social Circles is a measure of how many social circles your character commonly moves in or is familiar with.  Each level equals another social circle.  Social Circles are useful for rolling for acceptance, information, or even allies from the selected group.  Possible circles include Streetrats, Military Soldiers, Military Officers, Nobles, Merchants, Academics, and Criminals, but others can be added.  Social circles are nation specific, although there is often crossover between them.  For example, “Coreve Nobility,” “Endus Nobility,” and “Zenith Imperial Nobility,” would all have be taken separately, however Coreve Nobility might in some cases be rolled in place of Endus Nobility, since both are Jibrilite nations.  It would be less likely for any Jibrilite noble circle to be able to substitute for Zenith Imperial Nobility, however.   Circles are rolled with Intellect.&lt;br /&gt;
&lt;br /&gt;
Conversation: Conversation is used for long round social conflict, and can be used to convey ideas to other characters, or to manipulate them.  Although most uses of Conversation are verbal, the skill does include non-verbal elements.  Conversation is rolled with Intellect.&lt;br /&gt;
&lt;br /&gt;
Interrogation: Interrogation can be used for long round social conflict when the target is under your physical control.  It can be just a very stern discussion, or it can escalate to outright torture.  Interrogation can be rolled with Intellect, Physique, or in some cases, Spirit.&lt;br /&gt;
&lt;br /&gt;
One-Liners: One liners are a short round social conflict action used to throw off witty quips and vicious put downs.  These can be used to distract or dishearten the enemy, or to gain bonusses to the actions of the character and their allies.  One-Liners are rolled with Intellect.&lt;br /&gt;
&lt;br /&gt;
==Technical Skills==&lt;br /&gt;
&lt;br /&gt;
Theory: Theory is an advanced understanding of the inner workings of a discipline.  For each level of Theory a character can select one skill.  The character now knows the theoretical underpinnings of this discipline, which can provide situational bonuses. Note that Ethertech Theory and Thaumatech Theory are somewhat interchangeable, however the former focuses more on the theory behind the building of Thaumatech devices, while the latter deals more with the theory of the spells themselves.&lt;br /&gt;
&lt;br /&gt;
Legalese: Legalese is the knowledge of rules and laws.  It allows a character to understand the regulations which govern a group or organization. It also allows the character to speak in barely comprehensible legal terms or bureaucratic buzz words.&lt;br /&gt;
&lt;br /&gt;
Critical Thinking: The character is a practiced critical thinker, able to logically structure a problem and attack it from multiple angles.  This skill is rolled for general intellectual problems, such as trying to crack a simple cipher, solve a riddle, or create a logic problem.&lt;br /&gt;
&lt;br /&gt;
Electrotech: Electrotech is used for building and maintaining mechanical and electronic based technology.  These technologies are most common in Mikeala, the Kobold Isles, and the Darklands.  More advanced uses of this skill can be accessed with Theory.&lt;br /&gt;
&lt;br /&gt;
Ethertech: Ethertech is used for building and maintaining ether based technology.  This includes not just Jibrilite Thaumatech, but also Zenith Machina.  This skill does not give the character access to actual Thaumatech Praxis.  More advanced uses of this skill can be accessed with Theory.&lt;br /&gt;
&lt;br /&gt;
Medicine: Medicine covers the provision of medical aid to living creatures.  It can be used with first aid, or with the use of Theory, and/or advanced etheric practices can also be used for more complex operations.  It is rolled with Intellect.&lt;br /&gt;
&lt;br /&gt;
==Etheric Skills==&lt;br /&gt;
&lt;br /&gt;
Thaumatech: Thaumatech is a skill required to actually create magitech spells, rather than just use them.  It involves the knowledge of the various Thaumatechnic coding languages.  It should be noted that many Thaumatech praxis do not require this skill to operate.  Thaumatech is rolled with Intellect, and is required for characters taking the Thaumatechician Trait.&lt;br /&gt;
&lt;br /&gt;
Read Auras: Read Auras allows a character to interpret the flow of Ether through the world, and is useful for detecting Etherically active individuals, and seeing etheric workings.  It is rolled with Senses.  The skill does not, on its own, allow a character to actually see Ether, which is an ability that must be taken as a trait or activated with a spell.&lt;br /&gt;
&lt;br /&gt;
Sorcery: Sorcery is a skill required to use sorcerous magic.  It determines how skilled a character is at sorcerous workings.  It also involves the knowledge of how to communicate with etheric beings from across the Veil.  It is rolled with Spirit and is required for characters taking the Sorcerer Trait.&lt;br /&gt;
&lt;br /&gt;
Willwork: Willwork is a skill required to use Wild Magic.  Although Willwork is not a pre-requisite for either Thaumatech or Sorcery, it does allow several useful supporting abilities, and sorcerers in particular commonly use it for supporting rolls.  It is rolled with Spirit and is required for characters taking the Magi Trait.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
&lt;br /&gt;
Fortuna: Skill at various forms of furtune telling like omens, astrology or tarot cards.&lt;br /&gt;
&lt;br /&gt;
Dreaming: Skill at interpreting and controlling dreams.&lt;br /&gt;
&lt;br /&gt;
Medium: Skill at interacting with spirits and those beyond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Character_Creation&amp;diff=68262</id>
		<title>AI:L Character Creation</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Character_Creation&amp;diff=68262"/>
		<updated>2020-03-18T19:10:18Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Exploits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v.0.40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Rules=&lt;br /&gt;
&lt;br /&gt;
	Characters or “heroes” are built around a collection of statistics, skills, traits, quirks and themes.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Basics==&lt;br /&gt;
&lt;br /&gt;
	The base of a character is their statistics and their skills.  There are four stats, those being Senses, Physique, Intellect and Aether.  Each stat is also linked to an “Exploit Pool,” which is equal to the value of the stat.  The pool for Senses is Focus, the pool for Physique is Adrenaline, the pool for Intellect is Willpower, and the pool for Aether is Core Aether.  These exploits are spent to activate various special abilities and fully refresh at the end of a combat or conflict.&lt;br /&gt;
&lt;br /&gt;
	There are several dozen skills which are rolled in conjunction with a single stat.  While stats indicate a character’s natural talent, skills indicate their training and experience.  Only Heroes can take stats or skills higher than 5.&lt;br /&gt;
&lt;br /&gt;
Stats take their current level times 2 in Character Points to raise (minimum 2), while Skills take their current level times 1 to raise (minimum 1).&lt;br /&gt;
&lt;br /&gt;
Cost to buy a stat or skill to the appropriate level at game start:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Starting Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
|-&lt;br /&gt;
| CP Cost to buy Stat&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
| 32&lt;br /&gt;
| 44&lt;br /&gt;
| 58&lt;br /&gt;
| 74&lt;br /&gt;
| 92&lt;br /&gt;
|-&lt;br /&gt;
| CP Cost to buy Skill&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 11&lt;br /&gt;
| 16&lt;br /&gt;
| 22&lt;br /&gt;
| 29&lt;br /&gt;
| 37&lt;br /&gt;
| 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Traits are special character qualities that grant the character special abilities.  Traits often allow a character to violate in whole or in part a particular game rule, or provide specific bonusses to a particular type of action.  A character starts with five trait points, and gains an additional five every time they gain a level of Heroic Ascent.  Most traits are restricted to characters with certain skill levels and/or hero levels.&lt;br /&gt;
&lt;br /&gt;
Quirks are interesting aspects of a character’s appearance, nature, or personality and are what makes them unique.  Quirks often reinforce certain behaviours by providing the character rewards if they act in a certain way.  A character starts with three quirk points and gains more in game.  A character can also choose to convert a trait point to a quirk point.&lt;br /&gt;
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Themes are elements of the current narrative that are particularly important to a character.  Themes are part of the metagame and allow the GM and other players to know what is important to each other.  They also provide small bonuses to the character.  Themes can be based on people, events, ideas or things.  The GM picks the first theme, and then each player selects an additional theme for the adventure.  Each player then states where their character stands in regard to the various themes in play.&lt;br /&gt;
&lt;br /&gt;
==Exploits==&lt;br /&gt;
&lt;br /&gt;
Natural Stats also govern the Exploits a character has access to.  Exploits are special pools of expendable personal resources that a character can use to give themselves an advantage.  Managing Exploits is key to success in the Ascension system, particularly in combat.&lt;br /&gt;
&lt;br /&gt;
The four exploits are:&lt;br /&gt;
&lt;br /&gt;
::Adrenaline	(Primary Physique)&lt;br /&gt;
::Focus		(Primary Senses)&lt;br /&gt;
::Willpower	(Primary Intellect)&lt;br /&gt;
::Spirit/Core	(Primary Aether)&lt;br /&gt;
&lt;br /&gt;
	The size of an exploit pool is equal to the size of the primary stat, however specific bonuses can raise it above this.&lt;br /&gt;
&lt;br /&gt;
	In some cases Exploits can also be granted by external equipment with its own unique pool. The most common of these is Ammunition for weapons.  In this case the External Exploit pools must also be tracked.  These External Pools tend to be both smaller and less flexible than the character’s own internal pools.&lt;br /&gt;
&lt;br /&gt;
	Exploits are spent to activate various traits and abilities.  A character can also spend one exploit from each pool once per round to give themselves a +2 edge bonus to any one roll made using that Exploit’s primary stat.&lt;br /&gt;
&lt;br /&gt;
	Exploit pools naturally recover completely at the end of a scene or battle, unless additional effects interfere with this.&lt;br /&gt;
&lt;br /&gt;
==Heroic Ascent==&lt;br /&gt;
&lt;br /&gt;
A character gains Heroic Ascent based on the amount of CP spent on their character sheet.  Every time a Hero gains another level of Heroic Ascent they gain one free Stat point.  This free stat point does not count towards CP totals for either Heroic Ascent or Trait progression.&lt;br /&gt;
&lt;br /&gt;
When playing a character-based game, trait points can be awarded incrementally during the gain of CP, before reaching the next Hero level.&lt;br /&gt;
&lt;br /&gt;
::A character with 25 CP is a Mook.  Mooks start with three trait points, including their ancestry trait, and unlike other characters have only one quirk.  Mooks are the random cannon fodder or extras that fill most scenes, and their stats are usually specialized towards whatever immediate role they fill.&lt;br /&gt;
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::A character with 50 CP is a Bit Character.  Bit Characters star with four trait points.  Bit Characters are random characters that may be encountered anywhere.  They are a step up from Mooks and can be used to add additional challenge.&lt;br /&gt;
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::A character with 75 CP is a Supporting Character.  A Supporting Character starts with five trait points.  Supporting Characters can be random characters intended to pose a little more challenge, or they can be recurring characters that don&#039;t quite meet the level required to be a true hero.&lt;br /&gt;
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::A character with 100 CP is a Level 1 Hero or a Local Hero.  Local Heroes gain five additional trait points, one Heroic skill, and one free stat point.  Local heroes exist all over a nation, from the ace pilot of a squadron, to the best sniper of a commando outfit, to a jaded street thief, to a young magical prodigy.&lt;br /&gt;
&lt;br /&gt;
::A character with 200 CP is a Level 2 Hero or a Rising Hero.  Rising Heroes are characters that have made a name for themselves, and are on the way up to either further greatness or an early grave.  Rising heroes gain five additional trait points, one Heroic skill, and one free stat point.  &lt;br /&gt;
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::A character with 400 CP is a Level 3 Hero or Famous Hero.  National Heroes are characters whose exploits are known across their faction and are held up as ideas to follow, or notorious villains to shun and fear.  National Heroes gain five additional trait points, one Heroic skill, and one free stat point.&lt;br /&gt;
&lt;br /&gt;
::A character with 600 CP is a Level 4 Hero or Renowned Hero.  Famous Heroes are known world-wide and beyond, and whose names and exploits will be remembered for centuries.  Famous Heroes gain five additional trait points, one Heroic skill, and one free stat point.&lt;br /&gt;
&lt;br /&gt;
::A character with 1,000 CP is a Level 5 Hero or Legendary Hero.  The exploits of Legendary Heroes are already becoming myth in their lifetimes, and will be remembered for aeons down the ages.  Legendary Heroes gain five additional trait points, one Heroic skill, and one free stat point.&lt;br /&gt;
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Heroic Skills are those at which the character is particularly adept and unlikely to fail in.  Each Heroic level a character can designate a new skill as &amp;quot;Heroic.&amp;quot;  When using a Heroic skill the character can spend one Exploit from the skills normal Exploit pool to roll 2d10 and take the best die, or can spend three Exploits to roll 2d10 and add them together.  This is known as a Heroic Surge.&lt;br /&gt;
&lt;br /&gt;
Heroic Surges are a good way to score fantastic successes, but there is also a certain power in being the target of an opponent&#039;s Heroic Surge and surviving.  Each enemy Hero affected by a Heroic Surge and not killed or incapacitated gains, at the end of the current turn, one Exploit of their choice for every Exploit spent on the Surge or reduces their PS by five for every Exploit spent on the surge.  Thus if you target an enemy Hero with a Heroic Surge it&#039;s a good idea to finish them off, lest you only re-invigorate them.&lt;br /&gt;
&lt;br /&gt;
==Distinguishing Features==&lt;br /&gt;
&lt;br /&gt;
A character starts with at least three distinguishing features, such as the way they look, dress, talk, or some other thing that makes them stand out.  These distinguishing features can be related to any quirks the character may have, or they may be something else.  Unless related to quirks or traits, distinguishing features have no immediate game effect, but they serve to help identify a character as an individual rather than just a collection of numbers.&lt;br /&gt;
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[[Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Armoury&amp;diff=67929</id>
		<title>AI:L Armoury</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Armoury&amp;diff=67929"/>
		<updated>2020-02-03T03:51:32Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Jibril Small Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
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==Vehicles==&lt;br /&gt;
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[[Seraphim Heartbreaker]]&lt;br /&gt;
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==Small Arms==&lt;br /&gt;
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===Jibril Small Arms===&lt;br /&gt;
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&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Mattock Trion 4PS&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6, Range: 10m, recoil +2, Ammunition: 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock Trion 4PS Custom&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6+2, Range: 15m, Damage Threshold: 4, Recoil +1, Ammunition: 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock Exas SMG&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6, Range 20m, recoil +2, Ammunition: 3, Fully-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Mattock Exas &#039;&#039;Noblesse&#039;&#039; SMG&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6+2, Range 20m, recoil +1, Damage Threshold: 4, Ammunition: 3, Fully-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Nightfall Arms NSL &#039;&#039;Krone&#039;&#039; &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Damage: 1d6, AP x 2, Range: 20m, Damage Threshold: 3, Recoil 0, Ammunition 3, Fully-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
The NSL &#039;&#039;Krone&#039;&#039; is a lightweight submachine pistol firing narrow flechettes from a large forward mounted magazine that gives it an overall triangular appearance.  Designed for accuracy and rate of fire, the &#039;&#039;Krone&#039;&#039; relies on shot placement rather than bullet calibre for damage.  If the skill of the user is insufficient to accomplish this, the NSL can compensate with a high rate of fire.  The narrow, high velocity flechettes are effective at penetrating light armour, and can easily be charged with additional praxis effects.  The flechette&#039;s AP effect is useless against Aura shields which also often negate additional damage thresholds, so the &#039;&#039;Krone&#039;&#039; is most useful in the hands of those who have other means to bring down an opponent&#039;s magical defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
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:::Ammunition Rules (temporary reference)&lt;br /&gt;
:::Suppressing Fire: Standard attack action. Expend one point of Ammunition from current weapon. Roll standard attack against target AC, ignoring cover. If successful, do no damage but remove Advantage from target for every 3 points of threshold for fully automatic weapons, 4 for semi-automatic weapons, or for every 5 points of threshold for single shot weapons.&lt;br /&gt;
&lt;br /&gt;
:::Marching Fire: Standard attack action. Expend one point of Ammunition from current weapon. Gain +2 Accuracy Advantage whether the shot hits or misses. Can only be used by full-auto weapons.&lt;br /&gt;
&lt;br /&gt;
:::Rapid Fire. Standard attack action. Expend one or more points of Ammunition from current weapon, up to the weapon’s rate of fire (1 for single shot, 2 for semiautomatic, 3 for fully automatic). Add the weapons recoil to the damage threshold, and then add 1 – 3 extra d6 for each damage threshold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock 15CL&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
4d6, Range 25m, recoil +6, Ammunition: 2, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock 15CC&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3d6+4, Range 20m, recoil +4, Ammunition: 2, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angelican 2LR&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
6d6+3, Range 100m, Recoil +8, Ammunition: 1, Scope: +2, Single Shot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Republic Small Arms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion-Pillar M140&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6, Range: 10m, Recoil +5, Ammunition: 1, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salva M52&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
4d6+4, Range: 10m, Recoil +10, Ammunition: 1, Single Shot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion-Matchless M15&amp;lt;br&amp;gt;&lt;br /&gt;
4d6, Range 25m, recoil +4, Ammunition: 3, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion-Pillar M146&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
5d6, Range 100m, Recoil +6, Ammunition: 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ZEN-Tek Small Arms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zipper Holdout Needler&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d10 Energy, AN: 5, EF:10, Range 100, Recoil +0, Ammunition: 5, Single Shot&amp;lt;br&amp;gt;&lt;br /&gt;
The Zipper is a very small personal defense pistol, used as a holdout weapon.  For this purpose the Zipper comes equipped with a mag-loaded wrist holster, which provides a +3 Quickdraw bonus to any initiative rolled before the first round of combat.  The wrist holster also serves as charger, and the Zipper will steadily recharge off the users Ether Aura when not in use.  This process usually takes an hour per point of energy, however the user can speed this along by rolling for Ether Recharge.  Doing so is not advised by ZEN-Tek, and each such roll will decrease the weapon&#039;s maximum shot capacity by 1, until the power cell is provided maintenance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markom Laser Pulse Rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d10 Energy, AN: 5, EF:8, Range 200, Recoil +0, Ammunition: 10, 2 Shots&amp;lt;br&amp;gt;&lt;br /&gt;
The Markom was the standard energy weapon of the Republic military.  It is rugged and easy to use, but benefits greatly from the skill of the user.  The Markom has a removable cooling sheath that significantly increases the bulk of the weapon, but reduces all overheat chances by -20%.  The greatest restriction on the continued use of the weapon is the deterioration of the mass produced energy cells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Railslide Portable Support System&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
5d6, Range 100m, recoil +1, Ammunition: 10, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
The Railslide is a lightweight support weapon with the performance of a GPMG and the weight of an assault rifle.  It&#039;s 2.5mm ammunition allows a large ammo load.  The railslide does however require a turn to charge up its rails in combat before firing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straker Heavy Beam Spitter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3d10 Energy, AN: 10, EF:6, Range 200, Recoil +0, Ammunition: 10, 2 Shots or x2 AP&amp;lt;br&amp;gt;&lt;br /&gt;
The Straker is a heavy beam weapon capable of rapidly cycling for multiple shots, or firing a single powerful beam that can cut through armour.  The Straker has additional cooling coils for easy overload, and so does is at -50% to overload chances.  Due to its weight the user must have at least a Physique of 5 to carry it, and the shooter&#039;s move speed is halved on rounds in which they fire the Straker.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPIKE ATACK&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
6d6 x 3 AT, Range: 500m (Max 1km), Guidance: +3, 1 Shot&amp;lt;br&amp;gt;&lt;br /&gt;
The SPIKE Auto-Tracking Armoured Craft Killer was the standard anti armour weapon of the Republic, and a nasty surprise indeed to Crusaders during the war.  ZEN-Tek stubbonly persists in using the confusing Acronym &amp;quot;ATACK&amp;quot; for this class of weapon, which initially led to some battlefield confusion (&amp;quot;Launch the ATACK!&amp;quot;) before the Republic settled on calling them TACs.  The SPIKE uses a multispectral seeker that proved difficult to shake, and could engage beyond the practical ranges of many Jibrilite weapons.  Its use is now restricted by the shrinking quantity of serviceable missiles.  When firing the SPIKE operator must remain stationary, and must take at least one aim action before firing, and then after firing the SPIKE takes ten special actions to reload, although this can be sped up with a well trained two man crew.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kausa&#039;s Garage===&lt;br /&gt;
&#039;&#039;&#039;Explosive Gyrojet Zip Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3d6+2 damage,  range 5m, recoil 2, Ammunition 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
This ugly, jury-rigged pistol shoots small, gyroscopically stabilized rockets which explode on impact. Truly a marvel of kobold engineering, especially considering Kausa is missing a few fingers for some reason.&lt;br /&gt;
&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocket Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shortsword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longsword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saber&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greatsword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moralltach - Sword of Great Fury&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aran&#039;s arclave, a powerful Fey artifact.  Moralltach is a long, thin curved two-handed blade edged with the tales of those the Morrigan has defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage: 1d10,  Damage Threshold: 3 (2), +2 Attack Advantage, +2 Max Core Aether, +2 Max Aura&amp;lt;br&amp;gt;&lt;br /&gt;
Moralltach is a Fey arclave, and does not fold up like Jibrilite devices.  Instead it can dematerialize into the weilder&#039;s aura.  Calling it forth requires the commitment of one point of Core Aether as a free interrupt.  Reclaiming the Core Aether dematerializes the weapon.  If the Aether is spent rather than committed the sword will remain materialized until the user decides to dematerialize it again.&amp;lt;br&amp;gt;&lt;br /&gt;
By spending 1 Aether as a free interrupt the wielder may reduce the Damage Threshold of Moralltach from 3 to 2 for a round.&amp;lt;br&amp;gt;&lt;br /&gt;
By spending 3 Aether when making an attack declaration the wielder my give Moralltech APx3 and Overwhelming 1&amp;lt;br&amp;gt;&lt;br /&gt;
On a hit, Moralltach inflicts one of the following automatic wounds, of the user&#039;s choice:&amp;lt;br&amp;gt;&lt;br /&gt;
::1d6 additional fire damage for every damage die rolled (can crit)&lt;br /&gt;
::1 point of lost Aura for every damage die rolled&lt;br /&gt;
::1 point of lost Core Aether&lt;br /&gt;
&lt;br /&gt;
==Personal Protective Equipment==&lt;br /&gt;
&lt;br /&gt;
===Jibril Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusilist under shirt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
10DR, Coverage 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusilist coat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
5DR, Coverage 7&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusil Skysilk coat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
10DR, Coverage 7, Transmute Immune&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruxis 1CA Peace Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
10DR, Coverage 5, Physique rolls:-1, Aspex Praxis in helmet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruxis 2CA Crusade Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
15DR, Coverage 7, Physique rolls:-1, Aspex Praxis in helmet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruxis 3CA Crusade Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
15DR (17DR Half Energized), Physique rolls:-1, Coverage 7, Aspex Praxis in helmet, Reinforce Praxis in chest&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ZEN-Tek Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eejee Aurolectric Personal EnGlobe&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
20DR (Ranged only, Fully Energized), Coverage: 10, Activation Cost: 1 Core Ether (first activation)&amp;lt;br&amp;gt;&lt;br /&gt;
The Eejee is a wonder of ZEN-Tek science.  It achieves superior protection to all defensive spells and Praxi, and at far lower ether cost.  The device itself is an adjustable harness worn over the upper chest, usually below the clothing (ZEN-Tek even offers a comfortable sports bra version!).  The Eejee is invisible when on standby, but when active will flash as a faint sphere of light around the user.  The Eejee does have three weaknesses.  While calibrated against all ranged attacks, it provides no protection against close quarters attacks (setting the field to do so might trigger it every time the user moved).  While the Eejee provides full protection against Atomic attacks such as megabolt, if penetrated by a megabolt the generator is extremely prone to damage, and will immediately fail if -1DR or more of damage is dealt.  Finally, the field can be quickly overwhelmed by multiple attacks.  Each activation defends only against one attack (although it will defend against all shots in that attack), and each subsequent activation costs twice as much ether as the previous activation (1,2,4,8,16!. . .).  The number of activations the Eejee is allowed is pre-set by the user, and cannot be changed on the fly, sometimes leading the system to draw more power than the user is comfortable with.  Resisting this power draw is a free interrupt Aether + Ether Channel roll at DC 15.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Combat Drugs=&lt;br /&gt;
&lt;br /&gt;
Restorative drugs refill exploits&lt;br /&gt;
&lt;br /&gt;
Booster drugs increase stats&lt;br /&gt;
&lt;br /&gt;
Moment drugs grant advantage&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Armoury&amp;diff=67928</id>
		<title>AI:L Armoury</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Armoury&amp;diff=67928"/>
		<updated>2020-02-03T03:51:11Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Small Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
&lt;br /&gt;
[[Seraphim Heartbreaker]]&lt;br /&gt;
&lt;br /&gt;
==Small Arms==&lt;br /&gt;
&lt;br /&gt;
===Jibril Small Arms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock Trion 4PS&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6, Range: 10m, recoil +2, Ammunition: 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock Trion 4PS Custom&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6+2, Range: 15m, Damage Threshold: 4, Recoil +1, Ammunition: 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock Exas SMG&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6, Range 20m, recoil +2, Ammunition: 3, Fully-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock Exas &#039;Noblesse&#039; SMG&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6+2, Range 20m, recoil +1, Damage Threshold: 4, Ammunition: 3, Fully-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightfall Arms NSL &#039;&#039;Krone&#039;&#039; &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Damage: 1d6, AP x 2, Range: 20m, Damage Threshold: 3, Recoil 0, Ammunition 3, Fully-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
The NSL &#039;&#039;Krone&#039;&#039; is a lightweight submachine pistol firing narrow flechettes from a large forward mounted magazine that gives it an overall triangular appearance.  Designed for accuracy and rate of fire, the &#039;&#039;Krone&#039;&#039; relies on shot placement rather than bullet calibre for damage.  If the skill of the user is insufficient to accomplish this, the NSL can compensate with a high rate of fire.  The narrow, high velocity flechettes are effective at penetrating light armour, and can easily be charged with additional praxis effects.  The flechette&#039;s AP effect is useless against Aura shields which also often negate additional damage thresholds, so the &#039;&#039;Krone&#039;&#039; is most useful in the hands of those who have other means to bring down an opponent&#039;s magical defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::Ammunition Rules (temporary reference)&lt;br /&gt;
:::Suppressing Fire: Standard attack action. Expend one point of Ammunition from current weapon. Roll standard attack against target AC, ignoring cover. If successful, do no damage but remove Advantage from target for every 3 points of threshold for fully automatic weapons, 4 for semi-automatic weapons, or for every 5 points of threshold for single shot weapons.&lt;br /&gt;
&lt;br /&gt;
:::Marching Fire: Standard attack action. Expend one point of Ammunition from current weapon. Gain +2 Accuracy Advantage whether the shot hits or misses. Can only be used by full-auto weapons.&lt;br /&gt;
&lt;br /&gt;
:::Rapid Fire. Standard attack action. Expend one or more points of Ammunition from current weapon, up to the weapon’s rate of fire (1 for single shot, 2 for semiautomatic, 3 for fully automatic). Add the weapons recoil to the damage threshold, and then add 1 – 3 extra d6 for each damage threshold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock 15CL&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
4d6, Range 25m, recoil +6, Ammunition: 2, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock 15CC&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3d6+4, Range 20m, recoil +4, Ammunition: 2, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angelican 2LR&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
6d6+3, Range 100m, Recoil +8, Ammunition: 1, Scope: +2, Single Shot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Republic Small Arms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion-Pillar M140&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6, Range: 10m, Recoil +5, Ammunition: 1, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salva M52&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
4d6+4, Range: 10m, Recoil +10, Ammunition: 1, Single Shot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion-Matchless M15&amp;lt;br&amp;gt;&lt;br /&gt;
4d6, Range 25m, recoil +4, Ammunition: 3, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion-Pillar M146&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
5d6, Range 100m, Recoil +6, Ammunition: 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ZEN-Tek Small Arms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zipper Holdout Needler&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d10 Energy, AN: 5, EF:10, Range 100, Recoil +0, Ammunition: 5, Single Shot&amp;lt;br&amp;gt;&lt;br /&gt;
The Zipper is a very small personal defense pistol, used as a holdout weapon.  For this purpose the Zipper comes equipped with a mag-loaded wrist holster, which provides a +3 Quickdraw bonus to any initiative rolled before the first round of combat.  The wrist holster also serves as charger, and the Zipper will steadily recharge off the users Ether Aura when not in use.  This process usually takes an hour per point of energy, however the user can speed this along by rolling for Ether Recharge.  Doing so is not advised by ZEN-Tek, and each such roll will decrease the weapon&#039;s maximum shot capacity by 1, until the power cell is provided maintenance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markom Laser Pulse Rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d10 Energy, AN: 5, EF:8, Range 200, Recoil +0, Ammunition: 10, 2 Shots&amp;lt;br&amp;gt;&lt;br /&gt;
The Markom was the standard energy weapon of the Republic military.  It is rugged and easy to use, but benefits greatly from the skill of the user.  The Markom has a removable cooling sheath that significantly increases the bulk of the weapon, but reduces all overheat chances by -20%.  The greatest restriction on the continued use of the weapon is the deterioration of the mass produced energy cells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Railslide Portable Support System&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
5d6, Range 100m, recoil +1, Ammunition: 10, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
The Railslide is a lightweight support weapon with the performance of a GPMG and the weight of an assault rifle.  It&#039;s 2.5mm ammunition allows a large ammo load.  The railslide does however require a turn to charge up its rails in combat before firing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straker Heavy Beam Spitter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3d10 Energy, AN: 10, EF:6, Range 200, Recoil +0, Ammunition: 10, 2 Shots or x2 AP&amp;lt;br&amp;gt;&lt;br /&gt;
The Straker is a heavy beam weapon capable of rapidly cycling for multiple shots, or firing a single powerful beam that can cut through armour.  The Straker has additional cooling coils for easy overload, and so does is at -50% to overload chances.  Due to its weight the user must have at least a Physique of 5 to carry it, and the shooter&#039;s move speed is halved on rounds in which they fire the Straker.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPIKE ATACK&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
6d6 x 3 AT, Range: 500m (Max 1km), Guidance: +3, 1 Shot&amp;lt;br&amp;gt;&lt;br /&gt;
The SPIKE Auto-Tracking Armoured Craft Killer was the standard anti armour weapon of the Republic, and a nasty surprise indeed to Crusaders during the war.  ZEN-Tek stubbonly persists in using the confusing Acronym &amp;quot;ATACK&amp;quot; for this class of weapon, which initially led to some battlefield confusion (&amp;quot;Launch the ATACK!&amp;quot;) before the Republic settled on calling them TACs.  The SPIKE uses a multispectral seeker that proved difficult to shake, and could engage beyond the practical ranges of many Jibrilite weapons.  Its use is now restricted by the shrinking quantity of serviceable missiles.  When firing the SPIKE operator must remain stationary, and must take at least one aim action before firing, and then after firing the SPIKE takes ten special actions to reload, although this can be sped up with a well trained two man crew.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kausa&#039;s Garage===&lt;br /&gt;
&#039;&#039;&#039;Explosive Gyrojet Zip Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3d6+2 damage,  range 5m, recoil 2, Ammunition 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
This ugly, jury-rigged pistol shoots small, gyroscopically stabilized rockets which explode on impact. Truly a marvel of kobold engineering, especially considering Kausa is missing a few fingers for some reason.&lt;br /&gt;
&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocket Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shortsword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longsword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saber&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greatsword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moralltach - Sword of Great Fury&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aran&#039;s arclave, a powerful Fey artifact.  Moralltach is a long, thin curved two-handed blade edged with the tales of those the Morrigan has defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage: 1d10,  Damage Threshold: 3 (2), +2 Attack Advantage, +2 Max Core Aether, +2 Max Aura&amp;lt;br&amp;gt;&lt;br /&gt;
Moralltach is a Fey arclave, and does not fold up like Jibrilite devices.  Instead it can dematerialize into the weilder&#039;s aura.  Calling it forth requires the commitment of one point of Core Aether as a free interrupt.  Reclaiming the Core Aether dematerializes the weapon.  If the Aether is spent rather than committed the sword will remain materialized until the user decides to dematerialize it again.&amp;lt;br&amp;gt;&lt;br /&gt;
By spending 1 Aether as a free interrupt the wielder may reduce the Damage Threshold of Moralltach from 3 to 2 for a round.&amp;lt;br&amp;gt;&lt;br /&gt;
By spending 3 Aether when making an attack declaration the wielder my give Moralltech APx3 and Overwhelming 1&amp;lt;br&amp;gt;&lt;br /&gt;
On a hit, Moralltach inflicts one of the following automatic wounds, of the user&#039;s choice:&amp;lt;br&amp;gt;&lt;br /&gt;
::1d6 additional fire damage for every damage die rolled (can crit)&lt;br /&gt;
::1 point of lost Aura for every damage die rolled&lt;br /&gt;
::1 point of lost Core Aether&lt;br /&gt;
&lt;br /&gt;
==Personal Protective Equipment==&lt;br /&gt;
&lt;br /&gt;
===Jibril Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusilist under shirt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
10DR, Coverage 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusilist coat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
5DR, Coverage 7&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusil Skysilk coat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
10DR, Coverage 7, Transmute Immune&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruxis 1CA Peace Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
10DR, Coverage 5, Physique rolls:-1, Aspex Praxis in helmet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruxis 2CA Crusade Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
15DR, Coverage 7, Physique rolls:-1, Aspex Praxis in helmet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruxis 3CA Crusade Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
15DR (17DR Half Energized), Physique rolls:-1, Coverage 7, Aspex Praxis in helmet, Reinforce Praxis in chest&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ZEN-Tek Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eejee Aurolectric Personal EnGlobe&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
20DR (Ranged only, Fully Energized), Coverage: 10, Activation Cost: 1 Core Ether (first activation)&amp;lt;br&amp;gt;&lt;br /&gt;
The Eejee is a wonder of ZEN-Tek science.  It achieves superior protection to all defensive spells and Praxi, and at far lower ether cost.  The device itself is an adjustable harness worn over the upper chest, usually below the clothing (ZEN-Tek even offers a comfortable sports bra version!).  The Eejee is invisible when on standby, but when active will flash as a faint sphere of light around the user.  The Eejee does have three weaknesses.  While calibrated against all ranged attacks, it provides no protection against close quarters attacks (setting the field to do so might trigger it every time the user moved).  While the Eejee provides full protection against Atomic attacks such as megabolt, if penetrated by a megabolt the generator is extremely prone to damage, and will immediately fail if -1DR or more of damage is dealt.  Finally, the field can be quickly overwhelmed by multiple attacks.  Each activation defends only against one attack (although it will defend against all shots in that attack), and each subsequent activation costs twice as much ether as the previous activation (1,2,4,8,16!. . .).  The number of activations the Eejee is allowed is pre-set by the user, and cannot be changed on the fly, sometimes leading the system to draw more power than the user is comfortable with.  Resisting this power draw is a free interrupt Aether + Ether Channel roll at DC 15.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Combat Drugs=&lt;br /&gt;
&lt;br /&gt;
Restorative drugs refill exploits&lt;br /&gt;
&lt;br /&gt;
Booster drugs increase stats&lt;br /&gt;
&lt;br /&gt;
Moment drugs grant advantage&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Armoury&amp;diff=67927</id>
		<title>AI:L Armoury</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Armoury&amp;diff=67927"/>
		<updated>2020-02-03T03:42:49Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Jibril Small Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
&lt;br /&gt;
[[Seraphim Heartbreaker]]&lt;br /&gt;
&lt;br /&gt;
==Small Arms==&lt;br /&gt;
&lt;br /&gt;
===Jibril Small Arms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock Trion 4PS&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6, Range: 10m, recoil +2, Ammunition: 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock Trion 4PS Custom&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6+2, Range: 15m, Damage Threshold: 4, Recoil +1, Ammunition: 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock Exas SMG&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6, Range 20m, recoil +2, Ammunition: 3, Fully-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightfall Arms NSL &#039;&#039;Krone&#039;&#039; &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Damage: 1d6, AP x 2, Range: 20m, Damage Threshold: 3, Recoil 0, Ammunition 3, Fully-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
The NSL &#039;&#039;Krone&#039;&#039; is a lightweight submachine pistol firing narrow flechettes from a large forward mounted magazine that gives it an overall triangular appearance.  Designed for accuracy and rate of fire, the &#039;&#039;Krone&#039;&#039; relies on shot placement rather than bullet calibre for damage.  If the skill of the user is insufficient to accomplish this, the NSL can compensate with a high rate of fire.  The narrow, high velocity flechettes are effective at penetrating light armour, and can easily be charged with additional praxis effects.  The flechette&#039;s AP effect is useless against Aura shields which also often negate additional damage thresholds, so the &#039;&#039;Krone&#039;&#039; is most useful in the hands of those who have other means to bring down an opponent&#039;s magical defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::Ammunition Rules (temporary reference)&lt;br /&gt;
:::Suppressing Fire: Standard attack action. Expend one point of Ammunition from current weapon. Roll standard attack against target AC, ignoring cover. If successful, do no damage but remove Advantage from target for every 3 points of threshold for fully automatic weapons, 4 for semi-automatic weapons, or for every 5 points of threshold for single shot weapons.&lt;br /&gt;
&lt;br /&gt;
:::Marching Fire: Standard attack action. Expend one point of Ammunition from current weapon. Gain +2 Accuracy Advantage whether the shot hits or misses. Can only be used by full-auto weapons.&lt;br /&gt;
&lt;br /&gt;
:::Rapid Fire. Standard attack action. Expend one or more points of Ammunition from current weapon, up to the weapon’s rate of fire (1 for single shot, 2 for semiautomatic, 3 for fully automatic). Add the weapons recoil to the damage threshold, and then add 1 – 3 extra d6 for each damage threshold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock 15CL&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
4d6, Range 25m, recoil +6, Ammunition: 2, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock 15CC&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3d6+4, Range 20m, recoil +4, Ammunition: 2, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angelican 2LR&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
6d6+3, Range 100m, Recoil +8, Ammunition: 1, Scope: +2, Single Shot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Republic Small Arms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion-Pillar M140&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6, Range: 10m, Recoil +5, Ammunition: 1, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salva M52&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
4d6+4, Range: 10m, Recoil +10, Ammunition: 1, Single Shot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion-Matchless M15&amp;lt;br&amp;gt;&lt;br /&gt;
4d6, Range 25m, recoil +4, Ammunition: 3, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion-Pillar M146&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
5d6, Range 100m, Recoil +6, Ammunition: 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ZEN-Tek Small Arms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zipper Holdout Needler&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d10 Energy, AN: 5, EF:10, Range 100, Recoil +0, Ammunition: 5, Single Shot&amp;lt;br&amp;gt;&lt;br /&gt;
The Zipper is a very small personal defense pistol, used as a holdout weapon.  For this purpose the Zipper comes equipped with a mag-loaded wrist holster, which provides a +3 Quickdraw bonus to any initiative rolled before the first round of combat.  The wrist holster also serves as charger, and the Zipper will steadily recharge off the users Ether Aura when not in use.  This process usually takes an hour per point of energy, however the user can speed this along by rolling for Ether Recharge.  Doing so is not advised by ZEN-Tek, and each such roll will decrease the weapon&#039;s maximum shot capacity by 1, until the power cell is provided maintenance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markom Laser Pulse Rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d10 Energy, AN: 5, EF:8, Range 200, Recoil +0, Ammunition: 10, 2 Shots&amp;lt;br&amp;gt;&lt;br /&gt;
The Markom was the standard energy weapon of the Republic military.  It is rugged and easy to use, but benefits greatly from the skill of the user.  The Markom has a removable cooling sheath that significantly increases the bulk of the weapon, but reduces all overheat chances by -20%.  The greatest restriction on the continued use of the weapon is the deterioration of the mass produced energy cells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Railslide Portable Support System&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
5d6, Range 100m, recoil +1, Ammunition: 10, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
The Railslide is a lightweight support weapon with the performance of a GPMG and the weight of an assault rifle.  It&#039;s 2.5mm ammunition allows a large ammo load.  The railslide does however require a turn to charge up its rails in combat before firing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straker Heavy Beam Spitter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3d10 Energy, AN: 10, EF:6, Range 200, Recoil +0, Ammunition: 10, 2 Shots or x2 AP&amp;lt;br&amp;gt;&lt;br /&gt;
The Straker is a heavy beam weapon capable of rapidly cycling for multiple shots, or firing a single powerful beam that can cut through armour.  The Straker has additional cooling coils for easy overload, and so does is at -50% to overload chances.  Due to its weight the user must have at least a Physique of 5 to carry it, and the shooter&#039;s move speed is halved on rounds in which they fire the Straker.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPIKE ATACK&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
6d6 x 3 AT, Range: 500m (Max 1km), Guidance: +3, 1 Shot&amp;lt;br&amp;gt;&lt;br /&gt;
The SPIKE Auto-Tracking Armoured Craft Killer was the standard anti armour weapon of the Republic, and a nasty surprise indeed to Crusaders during the war.  ZEN-Tek stubbonly persists in using the confusing Acronym &amp;quot;ATACK&amp;quot; for this class of weapon, which initially led to some battlefield confusion (&amp;quot;Launch the ATACK!&amp;quot;) before the Republic settled on calling them TACs.  The SPIKE uses a multispectral seeker that proved difficult to shake, and could engage beyond the practical ranges of many Jibrilite weapons.  Its use is now restricted by the shrinking quantity of serviceable missiles.  When firing the SPIKE operator must remain stationary, and must take at least one aim action before firing, and then after firing the SPIKE takes ten special actions to reload, although this can be sped up with a well trained two man crew.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kausa&#039;s Garage===&lt;br /&gt;
&#039;&#039;&#039;Explosive Gyrojet Zip Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3d6+2 damage,  range 5m, recoil 2, Ammunition 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
This ugly, jury-rigged pistol shoots small, gyroscopically stabilized rockets which explode on impact. Truly a marvel of kobold engineering, especially considering Kausa is missing a few fingers for some reason.&lt;br /&gt;
&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocket Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shortsword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longsword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saber&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greatsword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moralltach - Sword of Great Fury&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aran&#039;s arclave, a powerful Fey artifact.  Moralltach is a long, thin curved two-handed blade edged with the tales of those the Morrigan has defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage: 1d10,  Damage Threshold: 3 (2), +2 Attack Advantage, +2 Max Core Aether, +2 Max Aura&amp;lt;br&amp;gt;&lt;br /&gt;
Moralltach is a Fey arclave, and does not fold up like Jibrilite devices.  Instead it can dematerialize into the weilder&#039;s aura.  Calling it forth requires the commitment of one point of Core Aether as a free interrupt.  Reclaiming the Core Aether dematerializes the weapon.  If the Aether is spent rather than committed the sword will remain materialized until the user decides to dematerialize it again.&amp;lt;br&amp;gt;&lt;br /&gt;
By spending 1 Aether as a free interrupt the wielder may reduce the Damage Threshold of Moralltach from 3 to 2 for a round.&amp;lt;br&amp;gt;&lt;br /&gt;
By spending 3 Aether when making an attack declaration the wielder my give Moralltech APx3 and Overwhelming 1&amp;lt;br&amp;gt;&lt;br /&gt;
On a hit, Moralltach inflicts one of the following automatic wounds, of the user&#039;s choice:&amp;lt;br&amp;gt;&lt;br /&gt;
::1d6 additional fire damage for every damage die rolled (can crit)&lt;br /&gt;
::1 point of lost Aura for every damage die rolled&lt;br /&gt;
::1 point of lost Core Aether&lt;br /&gt;
&lt;br /&gt;
==Personal Protective Equipment==&lt;br /&gt;
&lt;br /&gt;
===Jibril Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusilist under shirt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
10DR, Coverage 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusilist coat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
5DR, Coverage 7&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusil Skysilk coat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
10DR, Coverage 7, Transmute Immune&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruxis 1CA Peace Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
10DR, Coverage 5, Physique rolls:-1, Aspex Praxis in helmet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruxis 2CA Crusade Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
15DR, Coverage 7, Physique rolls:-1, Aspex Praxis in helmet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruxis 3CA Crusade Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
15DR (17DR Half Energized), Physique rolls:-1, Coverage 7, Aspex Praxis in helmet, Reinforce Praxis in chest&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ZEN-Tek Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eejee Aurolectric Personal EnGlobe&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
20DR (Ranged only, Fully Energized), Coverage: 10, Activation Cost: 1 Core Ether (first activation)&amp;lt;br&amp;gt;&lt;br /&gt;
The Eejee is a wonder of ZEN-Tek science.  It achieves superior protection to all defensive spells and Praxi, and at far lower ether cost.  The device itself is an adjustable harness worn over the upper chest, usually below the clothing (ZEN-Tek even offers a comfortable sports bra version!).  The Eejee is invisible when on standby, but when active will flash as a faint sphere of light around the user.  The Eejee does have three weaknesses.  While calibrated against all ranged attacks, it provides no protection against close quarters attacks (setting the field to do so might trigger it every time the user moved).  While the Eejee provides full protection against Atomic attacks such as megabolt, if penetrated by a megabolt the generator is extremely prone to damage, and will immediately fail if -1DR or more of damage is dealt.  Finally, the field can be quickly overwhelmed by multiple attacks.  Each activation defends only against one attack (although it will defend against all shots in that attack), and each subsequent activation costs twice as much ether as the previous activation (1,2,4,8,16!. . .).  The number of activations the Eejee is allowed is pre-set by the user, and cannot be changed on the fly, sometimes leading the system to draw more power than the user is comfortable with.  Resisting this power draw is a free interrupt Aether + Ether Channel roll at DC 15.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Combat Drugs=&lt;br /&gt;
&lt;br /&gt;
Restorative drugs refill exploits&lt;br /&gt;
&lt;br /&gt;
Booster drugs increase stats&lt;br /&gt;
&lt;br /&gt;
Moment drugs grant advantage&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67831</id>
		<title>AI:L Trait List</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67831"/>
		<updated>2019-11-19T04:16:14Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Combat Traits=&lt;br /&gt;
&lt;br /&gt;
Section is a work in progress.  Traits will be moved into this section as they are updated for 0.51 rules&lt;br /&gt;
&lt;br /&gt;
[[Melee Combat Traits]]&lt;br /&gt;
&lt;br /&gt;
[[Ranged Combat Traits]]&lt;br /&gt;
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=&#039;&#039;&#039;Ancestry Traits&#039;&#039;&#039;=&lt;br /&gt;
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All characters must take one Ancestry Trait to show where they come from.  In the hierarchical world the Chosen and Zenith have created this is the most important Trait for many characters and defines who they are and what they may become.&lt;br /&gt;
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A character can pick a second Ancestry Trait at a cost of +1 trait point as a mixed ancestry surcharge, in addition to the cost of the additional Ancestry Trait.&lt;br /&gt;
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==Jibrlite Traits==&lt;br /&gt;
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Jibrilite Pol (1 trait point) – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
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Jibrilite Noble (2 trait points) - Nobles are the leaders of the Jibril Dominions and are trained from birth to be paragons of their Chosen.  They gain a +1 bonus to five skills and +2 Core Aether.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
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Jibrilite Codex (3 trait points) – Codex heritage Jibrilites are members of the trusted Hiero Houses of the Chosen, and have access to the greatest secrets of the Chosen.  Codex Jibrilites gain +1 Aether and +4 Core Aether.  They also gain +1 to the Thaumatech skill due to a natural affinity for the magic of the Chosen.  Codex is a prerequisite for the highest level Thaumatech traits and abilities.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
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Jibrilite Construct (3 trait points) – Jibrilite Constructs are beings created through the technomagical artifice of the Chosen.  Constructs serve a variety of purposes, from vessels for the Chosen, thamatechnically modified inquisitors, to massive military constructs.  Constructs gain either: +1 to all four stats; +2 to one stat and +1 to one stat; or +3 to one stat and -1 to one stat.  As Jibrilites they get access to the Thaumatech Alpha trait for free.  Constructs must also select at least -1 in negative traits, for which they do not receive an additional trait point.&lt;br /&gt;
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==Zenith Empire Traits==&lt;br /&gt;
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Zenith Commoner – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.&lt;br /&gt;
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Zenith Noble&lt;br /&gt;
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Zenith Magus&lt;br /&gt;
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Elven Commoner (1 trait point) Commoners take the “Weirdling” trait for free.  Commoners suffer a -5 edge in social conflict against Nobles and a -10 edge in social conflict against Royals. Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  Elven Commoners Gain +1 Core Aether, +1 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals.  Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill.  Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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Elven Royal (3 trait points) Royals may take the “Ethereal Beauty” and “Eternal” traits for free.  Elven Royals gain +2 Aether, +5 Core Aether and +5 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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==Mikealan Traits==&lt;br /&gt;
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Eleutherian Plebian (1 trait point) - Plebs gain one bonus CP whenever they are awarded CP due to striving to show themselves the equal of the Patricians.  Due to the superior education of the Republic, Plebs gain a +1 bonus to five skills points.&lt;br /&gt;
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Eleutherian Patrician (2 trait points) – Patricians are the old noble families of the Republic.  Due to the superior education of the Republic they gain +2 bonus to five skills.  If an Eleutherian Patrician picks a Jibrilite trait they do not pay the extra 1 point surcharge for mixed ancestry.&lt;br /&gt;
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==Global Ancestry Traits==&lt;br /&gt;
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Citizen of Arth (0 trait points) – Human rebels against the established order who consider themselves freed from the old shackles.  Increasingly common among Jibrilite and Mikaelan revolutionaries, but also in some Zenith communities.  Citizen of Arth cannot be taken with any other Ancestry Trait.  New Citizens may still optionally identify with any other human Ancestry Trait to show their heritage, or if they are descended from a long line of Citizens they may identify with none at all.  Either way they take none of the bonusses or penalties.  Instead they gain one additional Trait points due to their broader understanding of the possibilities of an unbound humanity.&lt;br /&gt;
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=&#039;&#039;&#039;Negative Traits&#039;&#039;&#039;=&lt;br /&gt;
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Negative Traits are penalties a character can take to grant themselves more trait points to spend elsewhere.  A character can start with up to five points in Negative Traits.  A character can also have these traits inflicted upon themselves over the course of play.  The cost of a negative trait is how may trait points it returns to the character.&lt;br /&gt;
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Short (-1 trait point): Your character is 4-5 feet tall, and suffers a -2 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
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Very Short (-2 trait points): Your character is 3-4 feet tall, and suffers a -4 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
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War Wound (-1 trait points): Your character has lingering injuries that have never fully healed. They suffer a -2 penalty to one Exploit Pool. This quirk cannot be taken if it would reduce the pool below 0. The nature of the wound should be detailed, such as a stiff leg from an arrow to the knee (-2 Adrenaline), or the shakes from mental trauma (-2 Will) or a lost eye from a bullet graze (-2 Focus). It can be upgraded to a serious war wound for double the Exploit cost, and two trait points.&lt;br /&gt;
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Sealed Powers (Variable): Your character must meet certain conditions before a selected trait can be used.  These conditions can be fairly straightforward such as the authorization of a superior, or the consumption of a particular substance, or they can be more esoteric such as a particular time of day, or only against a specific opponent.  The cost of this negative trait is the cost of the trait it is linked to.  This is modified by +1 for a condition that could be easily met at any time such as the permission of another party member, consuming a combat drug, only after the enemy has fired first, or inflicting a small amount of damage to themselves with a cut.  There is no modification for a moderately difficult condition such as the permission of an ally who is not always present, only after wounding or killing an opponent, only against a broad group of enemies, or only working in daylight or at nightime.  The cost is increased by -1 for a condition that would be difficult to fulfill in the course of normal play such as only activating at a certain hour of day (sunrise and twilight, high noon) or day of the week, or only against a specific individual.  Particularly difficult to meet conditions could have this increased to -2.&lt;br /&gt;
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Combat Drug Addiction (-1 trait point): Your character is addicted to combat drugs and must use them at least once a session or suffer a -3 penalty to all rolls in the subsequent session until they use them.  This penalty increases by 1 for each subsequent session of withdrawal until it reaches a maximum of 5 after three sessions.  Thereafter it declines at the same rate until it reaches 0 and the trait becomes dormant until combat drugs are used again.&lt;br /&gt;
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Etheric Flame (-1 trait point): Your character possesses an internal etheric flame that burns like a bonfire, shining brightly to all with etheric sight.  Others using Aspex or Second Sight gain a +3 to detect this character, and can do so even if the character has no aura.&lt;br /&gt;
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Thautech Lock (-2 trait points): Your character is locked out of all Chosen praxis, and attempting to use them triggers a damaging etheric feedback loop that inflicts the equivalent of an Etherbolt attack with no possible defense.  This is a very common trait for Elves.&lt;br /&gt;
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Unsettling (-1 trait point): Something is very socially &amp;quot;off&amp;quot; about this character, enough so that others will immediately notice it and become wary, hostile or seek to keep their distance.  They may be badly disfigured, be covered in gang tattoos, or just have a particularly off-putting attitude.  Because of their unsettling nature the character suffers a -3 edge to their rolls in social conflict.  This penalty does not apply to the use of one liners in short round combat, or interrogation in long round conflict, and does not affect their defensive static values.&lt;br /&gt;
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Anchored Chakras (-1 trait point): The character is firmly &amp;quot;anchored&amp;quot; in Apatha, so much so that they neither reach nor cross the Veil Between Worlds.  The character cannot use Veil magic of any sort, and others attempting to target them with veil magic suffer a -5 edge penalty.  This trait can only be taken by Willworkers or Thaumatechs.  It cannot be taken by those with no Etheric powers, or by Sorcerers.&lt;br /&gt;
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Adamant Chakras (-1 trait point): The character&#039;s form is resolutely static and resists all forms of transmutation.  The character cannot use transmutation magic of any sort, and others attempting to target them with transmutation magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Fated Chakras (-1 trait point): The character&#039;s fate marches relentlessly down the path of causality and is resistant against manipulation in space and time.  The character cannot use Continuum magic of any sort, and others attempting to target them with Continuum magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Captive Chakras (-1 trait point): The character&#039;s etheric essence is tightly contained and they emit no more Aura than any normal living being.  The character cannot use Aura magic of any sort, and others attempting to target them with Aura magic suffer a -3 edge penalty.  This trait can only be taken by Thaumatechs.  It cannot be taken in conjuction with Willwork or Sorcery.&lt;br /&gt;
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Wyrmfood (-3 trait points): This character&#039;s aura is of particular notice to that lie across the Veil, and there are many in Peritha who would seek to capture and consume it.  At the end of each round where the character&#039;s aura is 1 or more, roll 1d10.  On a roll of 11 or more, a creature from across the Veil has taken notice and will join the fight, attempting to capture the character and their delicious aura.  The character can avoid making this roll by spending 1 Willpower to suppress the Aura effects, so long as their Aura is no higher than their Intellect.  This trait can only be taken by Willworkers or Sorcerers.  The musty auras of Thamatechs are apparently quite bland to Perithans.&lt;br /&gt;
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Frail (-2 trait points): The character&#039;s body is particularly frail.  They suffer a -2 to PS per Health Level and roll at +1 to all wound effects.&lt;br /&gt;
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Combat Timer (-3 trait points): The character has only a limited amount of time in which they can engage in combat.  Each time the character rolls for initiative they must expend one exploit.  Which exploit this is (Adrenaline, Focus, Willpower or Core Aether) is chosen when this trait is picked and cannot be changed.  If the character cannot spend an exploit of this type they immediately drop out of combat.&lt;br /&gt;
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Stage fright (-1 trait points): The character is deathly afraid of speaking in public, and must spend 1 Willpower for every long round they engage in social conflict or drop out of the conflict.&lt;br /&gt;
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Doomed (-5 trait points): The character is doomed. The nature of this doom, whether it be a terrible prophecy, a life near its natural end, or an active death wish should be defined by the player. When the character gains enough CP to gain a Hero level they will still gain the level but then cease gaining CP and will soon die.  Once that point is reached, any attack by another character sufficient to kill them will automatically do so, at the attacker&#039;s discretion.  The attacking character will gain from 1 to 5 CP for making that death particularly dramatic or appropriate.  Aside from this, the Doomed character&#039;s death cannot be used to gain CP, Power or Fate by another character.  Can only be taken by Hero 1 or higher.&lt;br /&gt;
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=&#039;&#039;&#039;Combat Traits&#039;&#039;&#039;=&lt;br /&gt;
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Basic Leadership (0 trait points - 1 leadership skill)&lt;br /&gt;
Targets one size bracket by default.&lt;br /&gt;
::“Commanding Shout”: 2 Advantage to expand leadership benefits.  Zero Threshold of five, granting effect over one additional size bracket per success, up to a maximum of four additional brackets (1*/3/7/15/31).&lt;br /&gt;
::“On My Target”: 4 Advantage to have allies engage the same target, gaining +2 Edge to hit per size bracket.&lt;br /&gt;
::“Take Cover”: 6 Advantage and 1 Willpower to grant a defensive reaction to ally.&lt;br /&gt;
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Basic Marksmanship (0 trait points - 1 firearms skill)&lt;br /&gt;
:::2 Advantage for +1d6 damage&lt;br /&gt;
:::4 Advantage for +2d6 &lt;br /&gt;
:::6 Advantage for +3d6&lt;br /&gt;
:::8 Advantage for +4d6&lt;br /&gt;
:::10 Advantage for +5d6&lt;br /&gt;
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Basic Grappling (0 trait points - 1 unarmed skill)&lt;br /&gt;
Standard attack Throw 1 - steal +1 Advantage per Threshold&lt;br /&gt;
:::2 Advantage to Ground - deal 1d3 damage and cost an action &lt;br /&gt;
:::4 Advantage to Throw 2 - steal +1 Advantage per Threshold and move opponent to adjacent square&lt;br /&gt;
:::6 Advantage for Flow - Set up defensive pattern to Throw 1 all attackers&lt;br /&gt;
:::8 Advantage for Throw 3 - steal +1 Advantage per Threshold and move opponent threshold steps in squares&lt;br /&gt;
:::10 Advantage for Weave - Set up defensive pattern to Ground all attackers&lt;br /&gt;
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“BOOM Headshot” (1 trait point): Half the Advantage cost of Shot Placement maneuvers, and add Overwhelming 1 to all Shot Placement attacks.&lt;br /&gt;
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Crusader Combat Training (1 trait point)&lt;br /&gt;
::“Up and down”: 2 Advantage to move 5m without triggering a Reaction&lt;br /&gt;
::“Fast Reload”: 4 Advantage to reload as a free action&lt;br /&gt;
::“Five Rounds Rapid!”: 6 Advantage when conducting rapid fire to use it at any range.&lt;br /&gt;
::“Combat Sense”: 8 Advantage to pre-empt an attack and take a Reaction shot first&lt;br /&gt;
::“Soldier’s Luck”: 10 Advantage to cancel a hit.&lt;br /&gt;
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“Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap.  Gain one advantage for each point of ammunition spent.&lt;br /&gt;
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Crusader Leadership Training (2 trait points)&lt;br /&gt;
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Adrenal Advantage (1 trait point): Gain one extra Advantage when spending Adrenaline for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Physique 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Focused Advantage (1 trait point): Gain one extra Advantage when spending Focus for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Senses 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Willful Advantage (1 trait point): Gain one extra Advantage when spending Willpower for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Aetheric Aura (1 trait point): Gain one extra Advantage or Aura when spending Core Aether for Advantage or Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Aether 4&amp;lt;br&amp;gt;&lt;br /&gt;
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=&#039;&#039;&#039;Magic Traits&#039;&#039;&#039;=&lt;br /&gt;
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==Thaumatech Traits==&lt;br /&gt;
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Combat Constructor (1 trait point): This allows rapid transmutation of large structures. When making a Transmutation roll to construct a physical structure, the character can roll Intellect + Construction as a free supporting roll, at threshold 3.  A Hero can purchase one extra copy of this trait for each Hero level possessed, each reducing the threshold by 1 to a minimum of 1.&lt;br /&gt;
Prerequisites: Skill: Construction Theory&lt;br /&gt;
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Thaumatech Alpha Access (1 trait points): Thaumatech Alpha Access is the basic ability to use and program Thaumatech praxi.  It is not required to operate most Thaumatech machines, but can be required to maintain them and can be used to override or control them.  This ability is mostly based on genetic encoding and some basic training.  Because the Alpha level Thaumatech safeties can be breached with little effort, it can also be purchased by any character, however it is free for Jibrilites.&lt;br /&gt;
Prerequisites: Skill: Thaumatech 1&lt;br /&gt;
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Thaumatech Gamma Access (2 trait points): Thaumatech Gamma Access allows advanced praxis programming, including the construction and modification of new spells.  It has historically been the province only of the privileged elite of the Jibrilite Dominions.  This trait can only be taken by Jibrilites due to the safeties involved in the praxi, however these safeties can be overcome with certain quirks.&lt;br /&gt;
Prerequisites: Hero Level: 1, Skill: Thaumatech 5, Trait: Alpha Access, Quirk: Jibrilite Nobles, Codex, Library, Tinker, or Abomination&lt;br /&gt;
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Thaumatech Zeta Access (3 trait points): Thaumatech Zeta Access allows Chosen level administrator access to various praxi, and its use is highly restricted to the most senior levels of the church hierarchy.  This trait can only be taken by Jibrilites due to the safeties involved in the praxis.  There are continual rumours that a handful of non Jibrilites have managed to crack these safeties, however since the most recent of these involves a mad Kobold thaumatek these are not considered credible.&lt;br /&gt;
Prerequisites: Hero Level: 3, Skill: Thaumatech 8, Trait: Alpha Access, Quirk: Jibrilite Codex, or Abomination&lt;br /&gt;
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Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior.  Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of Solo Praxis.&lt;br /&gt;
Prerequisites: Hero Level: 2, Quirk: Jibrilite Construct, Codex&lt;br /&gt;
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=Possible Character Traits=&lt;br /&gt;
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==Jonas Related Traits==&lt;br /&gt;
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Physical Conditioning (1 trait point): You gain +5 maximum Physical Stress to every health level, and -1 to lingering wound rolls.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 3&lt;br /&gt;
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Perseverance (1 trait point): You gain an extra Health Level.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 4&lt;br /&gt;
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Pumped/Focused/Willful/Aetheric (1 trait point): +1 to one Exploit pool.  Can be taken multiple times.  Exploit pool cannot exceed double the stat value.&lt;br /&gt;
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Orator (2 trait points) Access to the Oratory conversation options&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Conversation 4&lt;br /&gt;
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Diva (3 trait points) Gain 1 Willpower after succeeding in a Social Action against a large audience.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 3&lt;br /&gt;
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Rhetorical Recovery (2 trait points): Cancel one point of vibe immediately after it is inflicted by spending 1 Willpower as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 5&lt;br /&gt;
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Republic Weapons Training (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Firearms 2&lt;br /&gt;
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Republic Officer Training (3 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Leadership 3&lt;br /&gt;
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Guerilla (1 trait point): Access to the Guerilla tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Tactics 3&lt;br /&gt;
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Chessmaster (3 trait points): Access to the Chessmaster tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Planned Support&amp;quot;: 2 Advantage to make a supporting roll as a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Tactics 5&lt;br /&gt;
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TrackIron Operator (1 trait point): Ability to operate TrackIrons without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
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AutoGear Operator (2 trait points): Ability to operate AutoGears without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
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Tank Hunter (1 trait point): Access to the Tank Hunter Weapon System combat options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Weapon Systems 3&lt;br /&gt;
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Merciless (1 trait point): Gain +1 Advantage for hitting exposed targets.  Gain an additional +1 advantage for killing or incapacitating them.&lt;br /&gt;
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==Aran Related Traits==&lt;br /&gt;
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Ethereal Beauty (1 trait point): +3 to all Graces rolls, and all Graces based social successes are considered one level higher.&lt;br /&gt;
Prerequisite: Elf, or Physique or Intellect of 5&lt;br /&gt;
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Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions.&lt;br /&gt;
Prerequisite: Physique of Intellect of 5&lt;br /&gt;
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Magi Aspirant (1 trait point): Magi Aspirant is the entry level into the Zenith style of Willwork, common across Heylel and Rafaela.  It provides access to the bronze circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Skill: Willwork 1&lt;br /&gt;
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Magi Adept (2 trait points):  Magi Aspirant is the journeyman level of the Zenith style of Willwork.  It provides access to the silver circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 1, Skill: Willwork 3&lt;br /&gt;
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Magi Master (3 trait points):  Magi Master is the highest commonly attained level of the Zenith style of Willwork.  It provides access to the gold circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 2, Skill: Willwork 5&lt;br /&gt;
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Zenith Bayonet Training (1 trait point):&lt;br /&gt;
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Elven Fencing Style (2 trait points): Elven sword and magic combat options&lt;br /&gt;
Prerequisites: Melee 3, Elf or Elven Circles&lt;br /&gt;
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Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options&lt;br /&gt;
Prerequisites: Hero 2, Skill: Melee 6&lt;br /&gt;
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Zenith Knight Combat Magi (3 trait points): Zenith combat spell options&lt;br /&gt;
Prerequisites: Hero 2, Trait: Magi Adept&lt;br /&gt;
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Elven Glamour Magic (2 trait points): Tricksy elven foolery options&lt;br /&gt;
Prerequisites: Elf or Elven Circles, Trait: Magi Aspirant&lt;br /&gt;
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Night Court Doom Magic (5 trait points): OP elven doomspell BS options&lt;br /&gt;
Prerequisites: Hero 3, Trait: Magi Master&lt;br /&gt;
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Aint Got Time to Bleed! (3 trait points): Gain 1 Adrenaline at the end of any combat round in which you were wounded.&lt;br /&gt;
Prerequisites: Hero 1, Physique 3&lt;br /&gt;
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Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Physique 5&lt;br /&gt;
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==Alice Related Traits==&lt;br /&gt;
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Basic Strikes (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::For every 2 Advantage: Reduce Physical Factor by +1 for one round.&lt;br /&gt;
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Basic Throws (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Sweep,&amp;quot; Attempt advantage transfer.&lt;br /&gt;
::4 Advantage: &amp;quot;Ground,&amp;quot; cost target their next action with a successful attack.&lt;br /&gt;
::6 Advantage: &amp;quot;Fling,&amp;quot; Throw target 5m, including into another person.  Grounds if athletics check failed.&lt;br /&gt;
::8 Advantage: &amp;quot;Fling,&amp;quot; Throw target 10m.&lt;br /&gt;
::10 Advantage: &amp;quot;Fling,&amp;quot; Throw target 15m.&lt;br /&gt;
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Basic Grapples (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Pin&amp;quot; Immobilize a character on the ground&lt;br /&gt;
::4 Advantage: &amp;quot;Hold&amp;quot; Immobilize a character while standing&lt;br /&gt;
::6 Advantage: &amp;quot;Joint Lock&amp;quot; cost opponent one HL if they take an action&lt;br /&gt;
::8 Advantage: &amp;quot;Joint Break&amp;quot; cost opponent one HL.&lt;br /&gt;
::10 Advantage: &amp;quot;Submission&amp;quot; incapacitate an opponent if they fail an Athletics check.&lt;br /&gt;
&lt;br /&gt;
Close Combat Gunslinger (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Within 10m pistols count as melee close combat weapons as well as ranged weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Focus to use pistol attacks as lead up or follow through actions after strikes or grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
::4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
::6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
::8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat.  Activate as a free action.&lt;br /&gt;
::10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
Quick Draw Gunslinger: (1 trait point)&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be used with pistol weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
Prerequisites: Firearms 4, Alertness 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two Handed Gunslinger (2 trait points)&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4&lt;br /&gt;
&lt;br /&gt;
Alpha Logitike (1 trait point): Jibrilite non-combat willwork spells, or &amp;quot;Lotek Praxi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Omega Logitike (1 trait point): Jibrilite combat Lotek Praxi.&lt;br /&gt;
&lt;br /&gt;
Omega Crucible (2 trait points): Jibrilite Crusader magical martial art focusing on the use of transmutation to deliver powerful strikes&lt;br /&gt;
Can change Combat Advantage to Aura as a free action, raising Aura by as much as the character&#039;s Aether attribute.&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Core Aether to follow through on any close combat strike with an Etheric Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Omega Logitike&lt;br /&gt;
&lt;br /&gt;
Gun Fu (2 trait points): You can roll Senses + Firearms to &amp;quot;block&amp;quot; firearms attacks made at close combat ranges as a normal reaction.  By spending one Focus you can also do this at all ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Hero 1, Close Combat Gunslinger&lt;br /&gt;
&lt;br /&gt;
==Chrysanth Related Traits==&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior. Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of integrated Solo Praxis.  Because they are integrated into the Solonarch&#039;s body, Solinarch Solo Praxis are used with Aether + Aether Channel rather than Intellect + Thaumatech.  A Solinarch may choose five Solo Praxis to be slotted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Flow like Water&amp;quot; (1 trait point): Gain one extra Advantage from successful throws.&lt;br /&gt;
&lt;br /&gt;
Mantle of the Chosen (1 trait point): Gain +5 edge in social conflict with Jibrilites who hold a positive or neutral view of the Chosen.  Suffer a -5 edge penalty in social conflict with Jibrilites who hold a negative view of the Chosen.&lt;br /&gt;
&lt;br /&gt;
Graviton Master (2 trait points): Manipulate gravity waves with a touch.&lt;br /&gt;
::Spend Willpower for Advantage in addition to Adrenaline&lt;br /&gt;
::Spend Willpower for follow-through on any successful unarmed attack&lt;br /&gt;
::Increase ground and throw damage to 1d6, affected by threshold multiplier&lt;br /&gt;
::Pin with 1d6 Physique DC, affected by threshold multiplier&lt;br /&gt;
::Reduce threshold by +1 per 5 Intellect + Thaumatech&lt;br /&gt;
&lt;br /&gt;
==Gregorio Related Traits==&lt;br /&gt;
&lt;br /&gt;
Mad Scientist (??? trait points): Just like an evil villain makes a monologue for this dastardly plan, so too will a mad scientist babble his work to no one in particular about his craft. Doing so will make you sound disturbed to any listening, but the +1 to your Willpower when you commit makes it worthwhile.&lt;br /&gt;
&lt;br /&gt;
Psyche (1 Trait points): Natural telepathic ability, including the ability to switch teletex routers and establish mind to mind connections.  This ability still requires the target possess a teletex or logotex, but allows the Psyche to overcome the usual routing restrictions.&lt;br /&gt;
&lt;br /&gt;
Unbound Psyche (3 Trait points): The ability to use telepathy without a teletex.&lt;br /&gt;
&lt;br /&gt;
Coded Autoclaire Operator (1 Trait point): Use Intellect + Thaumatech to create semi-autonomous praxis macros to operate an Autoclaire.&lt;br /&gt;
&lt;br /&gt;
Synergent Autoclaire Operator (2 Trait points): Pilot an Autoclaire using combat initiative and personal stats lile Physique + Athletics or Senses + Firearms&lt;br /&gt;
&lt;br /&gt;
Integrant Autoclaire Operator (3 Trait points): Pilot an Autoclaire with magic initiative and Aether + Aether Channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Artiste (1 Trait Point): +3 to Physique when performing non-combat skills.  Requires Physique of 3 or less.&lt;br /&gt;
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[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67778</id>
		<title>AI:L Trait List</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67778"/>
		<updated>2019-11-10T23:55:44Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Magic Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Combat Traits=&lt;br /&gt;
&lt;br /&gt;
Section is a work in progress.  Traits will be moved into this section as they are updated for 0.51 rules&lt;br /&gt;
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[[Melee Combat Traits]]&lt;br /&gt;
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[[Ranged Combat Traits]]&lt;br /&gt;
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=&#039;&#039;&#039;Ancestry Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
All characters must take one Ancestry Trait to show where they come from.  In the hierarchical world the Chosen and Zenith have created this is the most important Trait for many characters and defines who they are and what they may become.&lt;br /&gt;
&lt;br /&gt;
A character can pick a second Ancestry Trait at a cost of +1 trait point as a mixed ancestry surcharge, in addition to the cost of the additional Ancestry Trait.&lt;br /&gt;
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==Jibrlite Traits==&lt;br /&gt;
&lt;br /&gt;
Jibrilite Pol (1 trait point) – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Noble (2 trait points) - Nobles are the leaders of the Jibril Dominions and are trained from birth to be paragons of their Chosen.  They gain a +1 bonus to five skills and +2 Core Aether.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
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Jibrilite Codex (3 trait points) – Codex heritage Jibrilites are members of the trusted Hiero Houses of the Chosen, and have access to the greatest secrets of the Chosen.  Codex Jibrilites gain +1 Aether and +4 Core Aether.  They also gain +1 to the Thaumatech skill due to a natural affinity for the magic of the Chosen.  Codex is a prerequisite for the highest level Thaumatech traits and abilities.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Construct (3 trait points) – Jibrilite Constructs are beings created through the technomagical artifice of the Chosen.  Constructs serve a variety of purposes, from vessels for the Chosen, thamatechnically modified inquisitors, to massive military constructs.  Constructs gain either: +1 to all four stats; +2 to one stat and +1 to one stat; or +3 to one stat and -1 to one stat.  As Jibrilites they get access to the Thaumatech Alpha trait for free.  Constructs must also select at least -1 in negative traits, for which they do not receive an additional trait point.&lt;br /&gt;
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==Zenith Empire Traits==&lt;br /&gt;
&lt;br /&gt;
Zenith Commoner – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.&lt;br /&gt;
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Zenith Noble&lt;br /&gt;
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Zenith Magus&lt;br /&gt;
&lt;br /&gt;
Elven Commoner (1 trait point) Commoners take the “Weirdling” trait for free.  Commoners suffer a -5 edge in social conflict against Nobles and a -10 edge in social conflict against Royals. Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  Elven Commoners Gain +1 Core Aether, +1 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals.  Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill.  Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Royal (3 trait points) Royals may take the “Ethereal Beauty” and “Eternal” traits for free.  Elven Royals gain +2 Aether, +5 Core Aether and +5 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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==Mikealan Traits==&lt;br /&gt;
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Eleutherian Plebian (1 trait point) - Plebs gain one bonus CP whenever they are awarded CP due to striving to show themselves the equal of the Patricians.  Due to the superior education of the Republic, Plebs gain a +1 bonus to five skills points.&lt;br /&gt;
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Eleutherian Patrician (2 trait points) – Patricians are the old noble families of the Republic.  Due to the superior education of the Republic they gain +2 bonus to five skills.  If an Eleutherian Patrician picks a Jibrilite trait they do not pay the extra 1 point surcharge for mixed ancestry.&lt;br /&gt;
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==Global Ancestry Traits==&lt;br /&gt;
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Citizen of Arth (0 trait points) – Human rebels against the established order who consider themselves freed from the old shackles.  Increasingly common among Jibrilite and Mikaelan revolutionaries, but also in some Zenith communities.  Citizen of Arth cannot be taken with any other Ancestry Trait.  New Citizens may still optionally identify with any other human Ancestry Trait to show their heritage, or if they are descended from a long line of Citizens they may identify with none at all.  Either way they take none of the bonusses or penalties.  Instead they gain one additional Trait points due to their broader understanding of the possibilities of an unbound humanity.&lt;br /&gt;
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=&#039;&#039;&#039;Negative Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Negative Traits are penalties a character can take to grant themselves more trait points to spend elsewhere.  A character can start with up to five points in Negative Traits.  A character can also have these traits inflicted upon themselves over the course of play.  The cost of a negative trait is how may trait points it returns to the character.&lt;br /&gt;
&lt;br /&gt;
Short (-1 trait point): Your character is 4-5 feet tall, and suffers a -2 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
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Very Short (-2 trait points): Your character is 3-4 feet tall, and suffers a -4 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
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War Wound (-1 trait points): Your character has lingering injuries that have never fully healed. They suffer a -2 penalty to one Exploit Pool. This quirk cannot be taken if it would reduce the pool below 0. The nature of the wound should be detailed, such as a stiff leg from an arrow to the knee (-2 Adrenaline), or the shakes from mental trauma (-2 Will) or a lost eye from a bullet graze (-2 Focus). It can be upgraded to a serious war wound for double the Exploit cost, and two trait points.&lt;br /&gt;
&lt;br /&gt;
Sealed Powers (Variable): Your character must meet certain conditions before a selected trait can be used.  These conditions can be fairly straightforward such as the authorization of a superior, or the consumption of a particular substance, or they can be more esoteric such as a particular time of day, or only against a specific opponent.  The cost of this negative trait is the cost of the trait it is linked to.  This is modified by +1 for a condition that could be easily met at any time such as the permission of another party member, consuming a combat drug, only after the enemy has fired first, or inflicting a small amount of damage to themselves with a cut.  There is no modification for a moderately difficult condition such as the permission of an ally who is not always present, only after wounding or killing an opponent, only against a broad group of enemies, or only working in daylight or at nightime.  The cost is increased by -1 for a condition that would be difficult to fulfill in the course of normal play such as only activating at a certain hour of day (sunrise and twilight, high noon) or day of the week, or only against a specific individual.  Particularly difficult to meet conditions could have this increased to -2.&lt;br /&gt;
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Combat Drug Addiction (-1 trait point): Your character is addicted to combat drugs and must use them at least once a session or suffer a -3 penalty to all rolls in the subsequent session until they use them.  This penalty increases by 1 for each subsequent session of withdrawal until it reaches a maximum of 5 after three sessions.  Thereafter it declines at the same rate until it reaches 0 and the trait becomes dormant until combat drugs are used again.&lt;br /&gt;
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Etheric Flame (-1 trait point): Your character possesses an internal etheric flame that burns like a bonfire, shining brightly to all with etheric sight.  Others using Aspex or Second Sight gain a +3 to detect this character, and can do so even if the character has no aura.&lt;br /&gt;
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Thautech Lock (-2 trait points): Your character is locked out of all Chosen praxis, and attempting to use them triggers a damaging etheric feedback loop that inflicts the equivalent of an Etherbolt attack with no possible defense.  This is a very common trait for Elves.&lt;br /&gt;
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Unsettling (-1 trait point): Something is very socially &amp;quot;off&amp;quot; about this character, enough so that others will immediately notice it and become wary, hostile or seek to keep their distance.  They may be badly disfigured, be covered in gang tattoos, or just have a particularly off-putting attitude.  Because of their unsettling nature the character suffers a -3 edge to their rolls in social conflict.  This penalty does not apply to the use of one liners in short round combat, or interrogation in long round conflict, and does not affect their defensive static values.&lt;br /&gt;
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Anchored Chakras (-1 trait point): The character is firmly &amp;quot;anchored&amp;quot; in Apatha, so much so that they neither reach nor cross the Veil Between Worlds.  The character cannot use Veil magic of any sort, and others attempting to target them with veil magic suffer a -5 edge penalty.  This trait can only be taken by Willworkers or Thaumatechs.  It cannot be taken by those with no Etheric powers, or by Sorcerers.&lt;br /&gt;
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Adamant Chakras (-1 trait point): The character&#039;s form is resolutely static and resists all forms of transmutation.  The character cannot use transmutation magic of any sort, and others attempting to target them with transmutation magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Fated Chakras (-1 trait point): The character&#039;s fate marches relentlessly down the path of causality and is resistant against manipulation in space and time.  The character cannot use Continuum magic of any sort, and others attempting to target them with Continuum magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Captive Chakras (-1 trait point): The character&#039;s etheric essence is tightly contained and they emit no more Aura than any normal living being.  The character cannot use Aura magic of any sort, and others attempting to target them with Aura magic suffer a -3 edge penalty.  This trait can only be taken by Thaumatechs.  It cannot be taken in conjuction with Willwork or Sorcery.&lt;br /&gt;
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Wyrmfood (-3 trait points): This character&#039;s aura is of particular notice to that lie across the Veil, and there are many in Peritha who would seek to capture and consume it.  At the end of each round where the character&#039;s aura is 1 or more, roll 1d10.  On a roll of 11 or more, a creature from across the Veil has taken notice and will join the fight, attempting to capture the character and their delicious aura.  The character can avoid making this roll by spending 1 Willpower to suppress the Aura effects, so long as their Aura is no higher than their Intellect.  This trait can only be taken by Willworkers or Sorcerers.  The musty auras of Thamatechs are apparently quite bland to Perithans.&lt;br /&gt;
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Frail (-2 trait points): The character&#039;s body is particularly frail.  They suffer a -2 to PS per Health Level and roll at +1 to all wound effects.&lt;br /&gt;
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Combat Timer (-3 trait points): The character has only a limited amount of time in which they can engage in combat.  Each time the character rolls for initiative they must expend one exploit.  Which exploit this is (Adrenaline, Focus, Willpower or Core Aether) is chosen when this trait is picked and cannot be changed.  If the character cannot spend an exploit of this type they immediately drop out of combat.&lt;br /&gt;
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Stage fright (-1 trait points): The character is deathly afraid of speaking in public, and must spend 1 Willpower for every long round they engage in social conflict or drop out of the conflict.&lt;br /&gt;
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Doomed (-5 trait points): The character is doomed. The nature of this doom, whether it be a terrible prophecy, a life near its natural end, or an active death wish should be defined by the player. When the character gains enough CP to gain a Hero level they will still gain the level but then cease gaining CP and will soon die.  Once that point is reached, any attack by another character sufficient to kill them will automatically do so, at the attacker&#039;s discretion.  The attacking character will gain from 1 to 5 CP for making that death particularly dramatic or appropriate.  Aside from this, the Doomed character&#039;s death cannot be used to gain CP, Power or Fate by another character.  Can only be taken by Hero 1 or higher.&lt;br /&gt;
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=&#039;&#039;&#039;Combat Traits&#039;&#039;&#039;=&lt;br /&gt;
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Basic Leadership (0 trait points - 1 leadership skill)&lt;br /&gt;
Targets one size bracket by default.&lt;br /&gt;
::“Commanding Shout”: 2 Advantage to expand leadership benefits.  Zero Threshold of five, granting effect over one additional size bracket per success, up to a maximum of four additional brackets (1*/3/7/15/31).&lt;br /&gt;
::“On My Target”: 4 Advantage to have allies engage the same target, gaining +2 Edge to hit per size bracket.&lt;br /&gt;
::“Take Cover”: 6 Advantage and 1 Willpower to grant a defensive reaction to ally.&lt;br /&gt;
&lt;br /&gt;
Basic Marksmanship (0 trait points - 1 firearms skill)&lt;br /&gt;
:::2 Advantage for +1d6 damage&lt;br /&gt;
:::4 Advantage for +2d6 &lt;br /&gt;
:::6 Advantage for +3d6&lt;br /&gt;
:::8 Advantage for +4d6&lt;br /&gt;
:::10 Advantage for +5d6&lt;br /&gt;
&lt;br /&gt;
Basic Grappling (0 trait points - 1 unarmed skill)&lt;br /&gt;
Standard attack Throw 1 - steal +1 Advantage per Threshold&lt;br /&gt;
:::2 Advantage to Ground - deal 1d3 damage and cost an action &lt;br /&gt;
:::4 Advantage to Throw 2 - steal +1 Advantage per Threshold and move opponent to adjacent square&lt;br /&gt;
:::6 Advantage for Flow - Set up defensive pattern to Throw 1 all attackers&lt;br /&gt;
:::8 Advantage for Throw 3 - steal +1 Advantage per Threshold and move opponent threshold steps in squares&lt;br /&gt;
:::10 Advantage for Weave - Set up defensive pattern to Ground all attackers&lt;br /&gt;
&lt;br /&gt;
“BOOM Headshot” (1 trait point): Half the Advantage cost of Shot Placement maneuvers, and add Overwhelming 1 to all Shot Placement attacks.&lt;br /&gt;
&lt;br /&gt;
Crusader Combat Training (1 trait point)&lt;br /&gt;
::“Up and down”: 2 Advantage to move 5m without triggering a Reaction&lt;br /&gt;
::“Fast Reload”: 4 Advantage to reload as a free action&lt;br /&gt;
::“Five Rounds Rapid!”: 6 Advantage when conducting rapid fire to use it at any range.&lt;br /&gt;
::“Combat Sense”: 8 Advantage to pre-empt an attack and take a Reaction shot first&lt;br /&gt;
::“Soldier’s Luck”: 10 Advantage to cancel a hit.&lt;br /&gt;
&lt;br /&gt;
“Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap.  Gain one advantage for each point of ammunition spent.&lt;br /&gt;
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Crusader Leadership Training (2 trait points)&lt;br /&gt;
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Adrenal Advantage (1 trait point): Gain one extra Advantage when spending Adrenaline for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Physique 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Focused Advantage (1 trait point): Gain one extra Advantage when spending Focus for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Senses 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Willful Advantage (1 trait point): Gain one extra Advantage when spending Willpower for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Aetheric Aura (1 trait point): Gain one extra Advantage or Aura when spending Core Aether for Advantage or Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Aether 4&amp;lt;br&amp;gt;&lt;br /&gt;
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=&#039;&#039;&#039;Magic Traits&#039;&#039;&#039;=&lt;br /&gt;
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==Thaumatech Traits==&lt;br /&gt;
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Combat Constructor (1 trait point): This allows rapid transmutation of large structures. When making a Transmutation roll to construct a physical structure, the character can roll Intellect + Construction as a free supporting roll, at threshold 3.  A Hero can purchase one extra copy of this trait for each Hero level possessed, each reducing the threshold by 1 to a minimum of 1.&lt;br /&gt;
Prerequisites: Skill: Construction Theory&lt;br /&gt;
&lt;br /&gt;
Thaumatech Alpha Access (1 trait points): Thaumatech Alpha Access is the basic ability to use and program Thaumatech praxi.  It is not required to operate most Thaumatech machines, but can be required to maintain them and can be used to override or control them.  This ability is mostly based on genetic encoding and some basic training.  Because the Alpha level Thaumatech safeties can be breached with little effort, it can also be purchased by any character, however it is free for Jibrilites.&lt;br /&gt;
Prerequisites: Skill: Thaumatech 1&lt;br /&gt;
&lt;br /&gt;
Thaumatech Gamma Access (2 trait points): Thaumatech Gamma Access allows advanced praxis programming, including the construction and modification of new spells.  It has historically been the province only of the privileged elite of the Jibrilite Dominions.  This trait can only be taken by Jibrilites due to the safeties involved in the praxi, however these safeties can be overcome with certain quirks.&lt;br /&gt;
Prerequisites: Hero Level: 1, Skill: Thaumatech 5, Trait: Alpha Access, Quirk: Jibrilite Nobles, Codex, Library, Tinker, or Abomination&lt;br /&gt;
&lt;br /&gt;
Thaumatech Zeta Access (3 trait points): Thaumatech Zeta Access allows Chosen level administrator access to various praxi, and its use is highly restricted to the most senior levels of the church hierarchy.  This trait can only be taken by Jibrilites due to the safeties involved in the praxis.  There are continual rumours that a handful of non Jibrilites have managed to crack these safeties, however since the most recent of these involves a mad Kobold thaumatek these are not considered credible.&lt;br /&gt;
Prerequisites: Hero Level: 3, Skill: Thaumatech 8, Trait: Alpha Access, Quirk: Jibrilite Codex, or Abomination&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior.  Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of Solo Praxis.&lt;br /&gt;
Prerequisites: Hero Level: 2, Quirk: Jibrilite Construct, Codex&lt;br /&gt;
&lt;br /&gt;
=Possible Character Traits=&lt;br /&gt;
&lt;br /&gt;
==Jonas Related Traits==&lt;br /&gt;
&lt;br /&gt;
Physical Conditioning (1 trait point): You gain +5 maximum Physical Stress to every health level, and -1 to lingering wound rolls.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 3&lt;br /&gt;
&lt;br /&gt;
Perseverance (1 trait point): You gain an extra Health Level.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 4&lt;br /&gt;
&lt;br /&gt;
Pumped/Focused/Willful/Aetheric (1 trait point): +1 to one Exploit pool.  Can be taken multiple times.  Exploit pool cannot exceed double the stat value.&lt;br /&gt;
&lt;br /&gt;
Orator (2 trait points) Access to the Oratory conversation options&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Conversation 4&lt;br /&gt;
&lt;br /&gt;
Diva (3 trait points) Gain 1 Willpower after succeeding in a Social Action against a large audience.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 3&lt;br /&gt;
&lt;br /&gt;
Rhetorical Recovery (2 trait points): Cancel one point of vibe immediately after it is inflicted by spending 1 Willpower as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 5&lt;br /&gt;
&lt;br /&gt;
Republic Weapons Training (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Firearms 2&lt;br /&gt;
&lt;br /&gt;
Republic Officer Training (3 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Leadership 3&lt;br /&gt;
&lt;br /&gt;
Guerilla (1 trait point): Access to the Guerilla tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Tactics 3&lt;br /&gt;
&lt;br /&gt;
Chessmaster (3 trait points): Access to the Chessmaster tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Planned Support&amp;quot;: 2 Advantage to make a supporting roll as a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Tactics 5&lt;br /&gt;
&lt;br /&gt;
TrackIron Operator (1 trait point): Ability to operate TrackIrons without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AutoGear Operator (2 trait points): Ability to operate AutoGears without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tank Hunter (1 trait point): Access to the Tank Hunter Weapon System combat options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Weapon Systems 3&lt;br /&gt;
&lt;br /&gt;
Merciless (1 trait point): Gain +1 Advantage for hitting exposed targets.  Gain an additional +1 advantage for killing or incapacitating them.&lt;br /&gt;
&lt;br /&gt;
==Aran Related Traits==&lt;br /&gt;
&lt;br /&gt;
Ethereal Beauty (1 trait point): +3 to all Graces rolls, and all Graces based social successes are considered one level higher.&lt;br /&gt;
Prerequisite: Elf, or Physique or Intellect of 5&lt;br /&gt;
&lt;br /&gt;
Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions.&lt;br /&gt;
Prerequisite: Physique of Intellect of 5&lt;br /&gt;
 &lt;br /&gt;
Magi Aspirant (1 trait point): Magi Aspirant is the entry level into the Zenith style of Willwork, common across Heylel and Rafaela.  It provides access to the bronze circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Skill: Willwork 1&lt;br /&gt;
&lt;br /&gt;
Magi Adept (2 trait points):  Magi Aspirant is the journeyman level of the Zenith style of Willwork.  It provides access to the silver circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 1, Skill: Willwork 3&lt;br /&gt;
&lt;br /&gt;
Magi Master (3 trait points):  Magi Master is the highest commonly attained level of the Zenith style of Willwork.  It provides access to the gold circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 2, Skill: Willwork 5&lt;br /&gt;
&lt;br /&gt;
Zenith Bayonet Training (1 trait point):&lt;br /&gt;
&lt;br /&gt;
Elven Fencing Style (2 trait points): Elven sword and magic combat options&lt;br /&gt;
Prerequisites: Melee 3, Elf or Elven Circles&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options&lt;br /&gt;
Prerequisites: Hero 2, Skill: Melee 6&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Combat Magi (3 trait points): Zenith combat spell options&lt;br /&gt;
Prerequisites: Hero 2, Trait: Magi Adept&lt;br /&gt;
&lt;br /&gt;
Elven Glamour Magic (2 trait points): Tricksy elven foolery options&lt;br /&gt;
Prerequisites: Elf or Elven Circles, Trait: Magi Aspirant&lt;br /&gt;
&lt;br /&gt;
Night Court Doom Magic (5 trait points): OP elven doomspell BS options&lt;br /&gt;
Prerequisites: Hero 3, Trait: Magi Master&lt;br /&gt;
&lt;br /&gt;
Aint Got Time to Bleed! (3 trait points): Gain 1 Adrenaline at the end of any combat round in which you were wounded.&lt;br /&gt;
Prerequisites: Hero 1, Physique 3&lt;br /&gt;
&lt;br /&gt;
Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Physique 5&lt;br /&gt;
&lt;br /&gt;
==Alice Related Traits==&lt;br /&gt;
&lt;br /&gt;
Basic Strikes (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::For every 2 Advantage: Reduce Physical Factor by +1 for one round.&lt;br /&gt;
&lt;br /&gt;
Basic Throws (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Sweep,&amp;quot; Attempt advantage transfer.&lt;br /&gt;
::4 Advantage: &amp;quot;Ground,&amp;quot; cost target their next action with a successful attack.&lt;br /&gt;
::6 Advantage: &amp;quot;Fling,&amp;quot; Throw target 5m, including into another person.  Grounds if athletics check failed.&lt;br /&gt;
::8 Advantage: &amp;quot;Fling,&amp;quot; Throw target 10m.&lt;br /&gt;
::10 Advantage: &amp;quot;Fling,&amp;quot; Throw target 15m.&lt;br /&gt;
&lt;br /&gt;
Basic Grapples (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Pin&amp;quot; Immobilize a character on the ground&lt;br /&gt;
::4 Advantage: &amp;quot;Hold&amp;quot; Immobilize a character while standing&lt;br /&gt;
::6 Advantage: &amp;quot;Joint Lock&amp;quot; cost opponent one HL if they take an action&lt;br /&gt;
::8 Advantage: &amp;quot;Joint Break&amp;quot; cost opponent one HL.&lt;br /&gt;
::10 Advantage: &amp;quot;Submission&amp;quot; incapacitate an opponent if they fail an Athletics check.&lt;br /&gt;
&lt;br /&gt;
Close Combat Gunslinger (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Within 10m pistols count as melee close combat weapons as well as ranged weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Focus to use pistol attacks as lead up or follow through actions after strikes or grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
::4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
::6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
::8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat.  Activate as a free action.&lt;br /&gt;
::10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
Quick Draw Gunslinger: (1 trait point)&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be used with pistol weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
Prerequisites: Firearms 4, Alertness 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two Handed Gunslinger (2 trait points)&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4&lt;br /&gt;
&lt;br /&gt;
Alpha Logitike (1 trait point): Jibrilite non-combat willwork spells, or &amp;quot;Lotek Praxi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Omega Logitike (1 trait point): Jibrilite combat Lotek Praxi.&lt;br /&gt;
&lt;br /&gt;
Omega Crucible (2 trait points): Jibrilite Crusader magical martial art focusing on the use of transmutation to deliver powerful strikes&lt;br /&gt;
Can change Combat Advantage to Aura as a free action, raising Aura by as much as the character&#039;s Aether attribute.&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Core Aether to follow through on any close combat strike with an Etheric Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Omega Logitike&lt;br /&gt;
&lt;br /&gt;
Gun Fu (2 trait points): You can roll Senses + Firearms to &amp;quot;block&amp;quot; firearms attacks made at close combat ranges as a normal reaction.  By spending one Focus you can also do this at all ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Hero 1, Close Combat Gunslinger&lt;br /&gt;
&lt;br /&gt;
==Chrysanth Related Traits==&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior. Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of integrated Solo Praxis.  Because they are integrated into the Solonarch&#039;s body, Solinarch Solo Praxis are used with Aether + Aether Channel rather than Intellect + Thaumatech.  A Solinarch may choose five Solo Praxis to be slotted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Flow like Water&amp;quot; (1 trait point): Gain one extra Advantage from successful throws.&lt;br /&gt;
&lt;br /&gt;
Mantle of the Chosen (1 trait point): Gain +5 edge in social conflict with Jibrilites who hold a positive or neutral view of the Chosen.  Suffer a -5 edge penalty in social conflict with Jibrilites who hold a negative view of the Chosen.&lt;br /&gt;
&lt;br /&gt;
Graviton Master (2 trait points): Manipulate gravity waves with a touch.&lt;br /&gt;
::Spend Willpower for Advantage in addition to Adrenaline&lt;br /&gt;
::Spend Willpower for follow-through on any successful unarmed attack&lt;br /&gt;
::Increase ground and throw damage to 1d6, affected by threshold multiplier&lt;br /&gt;
::Pin with 1d6 Physique DC, affected by threshold multiplier&lt;br /&gt;
::Reduce threshold by +1 per 5 Intellect + Thaumatech&lt;br /&gt;
&lt;br /&gt;
==Gregorio Related Traits==&lt;br /&gt;
&lt;br /&gt;
Mad Scientist (??? trait points): Just like an evil villain makes a monologue for this dastardly plan, so too will a mad scientist babble his work to no one in particular about his craft. Doing so will make you sound disturbed to any listening, but the +1 to your Willpower when you commit makes it worthwhile.&lt;br /&gt;
&lt;br /&gt;
Psyche (1 Trait points): Natural telepathic ability, including the ability to switch teletex routers and establish mind to mind connections.  This ability still requires the target possess a teletex or logotex, but allows the Psyche to overcome the usual routing restrictions.&lt;br /&gt;
&lt;br /&gt;
Unbound Psyche (3 Trait points): The ability to use telepathy without a teletex.&lt;br /&gt;
&lt;br /&gt;
Coded Autoclaire Operator (1 Trait point): Use Intellect + Thaumatech to create semi-autonomous praxis macros to operate an Autoclaire.&lt;br /&gt;
&lt;br /&gt;
Synergent Autoclaire Operator (2 Trait points): Pilot an Autoclaire using combat initiative and personal stats lile Physique + Athletics or Senses + Firearms&lt;br /&gt;
&lt;br /&gt;
Integrant Autoclaire Operator (3 Trait points): Pilot an Autoclaire with magic initiative and Aether + Aether Channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Background&amp;diff=67576</id>
		<title>AI:L Background</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Background&amp;diff=67576"/>
		<updated>2019-10-02T02:30:19Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Terms of Arth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Ascension Isle: Legacy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Under Development&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Map of Arth.jpg|600px|thumb|right|Map of Arth&amp;lt;br&amp;gt;&lt;br /&gt;
[https://swiki.fancruft.com/images/7/7f/Map_of_Arth.jpg Full Size Download] ]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magic was discovered about a thousand years ago in roughly simultaneous events on the continents of Jibril, Rafaela and Heylel (called Zenith by the locals).  Magic, called Prana by the Zenith, and Praxis by the Jibrilites, is driven by an energy called Ether pulled from another universe across from our own, and particularly attracted to the energy of life and thought.  Initial magical spells were simple, limited as they were by the ability of the users to mentally conceive the uses of this energy and control their application.  In those days magic mainly took the form of additional physical prowess or the basic induction of excess energy into other objects, usually with destructive effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Approximately 700 years ago Jibrilite thaumaturges discovered that certain materials could be used to contain and channel Praxis before its ultimate discharge.  This allowed the thaumaturge to craft vastly more precise and complex spells (called Cyclos, or circuits) by first crafting into a physical item pathways the Ether would follow, before finally being given form.  Magical ability exploded, and with it scientific and technological advancement.  At the time, the technology level was about equivalent to Earth&#039;s 15th century, but it now aided by their Praxis it began to advance in leaps and bounds.  At first the many kingdoms of Jibril warred upon themselves, but soon they began to look further afield, to continents they had only irregularly visited before (due to the electromagnetic effects of Ether, the compass does not work on Arth, limiting - although not preventing - long range navigation).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was this expansion that brought the Jibrilites into conflict with the race known as the Xaro.  Living on the continent of Mikaela, The Xaro had never developed any serious magical ability, although their technology was said to rival any in the world.  Most of the history of the Xaro is now lost, however it seems they were an insular and secretive race.  Jibrilite records describe them as a stunted and twisted race with dark skin and glowing eyes, although the veracity of these is questioned by Zenith scholars.  In any event, the Xaro resisted the Jibrilite move into Mikaela, aided by their ability to control several of the less advanced non-human races, and a long and brutal series of wars followed, during which the Xaro were exterminated, and other non-human species including the goblins and ogres were reduced to slavery.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Seeing the advance of the Jibrilites across the continents of Mikaela and Rafaela, the nations of Zenith realized that they could soon be next.  Although Zenith had a substantial human population, it also had several non human races to which the Jibrilites had already shown great hostility.  The Jibrilite thaumaturges jealously guarded the secrets of the etheric circuit, but the sorcerers of the Zenith found another means to channel their power.  The Zenith had for some time realized that the universe from which Ether came was not, in fact, as the Jibrilites assumed, a formless void.  It was instead a shadow universe which they called the Locus, and populated by its own denizens.  At the appropriate time when Arth was aligned with the hidden worlds of the Locus, the Zenith enticed several of these beings, alternately known as Demons, Deva or Dragons, across the Veil between worlds, and fixed the greatest of them to human souls.  This gave the new Dragonsouled or Zohaka power over the Ether comparable to that of the Jibrilite Thuamaturges.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A series of wars followed between the Jibrilites and the Zenith, escalating in ferocity over a period of about a century, until both sides realized nothing further could be gained by conflict, and the Confederacy of Jibrilite kingdoms, and the Dragon Empire of Zenith declared a truce and entered a long cold war.  By then technology had reached a level roughly comparable to that of the modern day. . . and then it stopped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the wars were winding down, the Zohaka, who had set themselves up as the hereditary god kings of the Zenith, unlocked the power of immortality.  To gain peace they shared this with their most powerful Jibrilite opponents, who also used it to set themselves up as immortal rulers - the angelic &amp;quot;Chosen.&amp;quot;  The world&#039;s new ruling super-humans decided that it would be in everyone&#039;s best interest to limit the spread of this power, and for the next 500 years Arth entered a period of relative stasis, divided in two between two rival super powers.  The Chosen decided to erase much of the historical knowledge of their citizens, instead indoctrinating them in the belief that their rulers were divine beings in fact, and creating an entire religion to worship them.  The Zenith were not so extreme, but the Dragonsouled still set themselves up as a heavenly mandated Imperial family.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All that ended with the &amp;quot;Silent War.&amp;quot;  It had been known for some time that while Ether was drawn to living beings, in some areas of the world if was drawn more strongly.  This effect had long been measurable, but otherwise of only modest significance.  Then, on the island of Saranavo, almost equidistant between the two superpowers, a massive ether font of unprecedented scale was discovered.  Where before nothing in the world had been worth conflict between its god kings, all of a sudden this was a prize worth fighting over.  Mediation failed, and war broke out, first between the Zenith and the Jibrilites, and then within a month among the Chosen and the Zohak princes themselves. From that point the war rapidly escalated. . . and then abruptly ended.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By now most of the Chosen lived in vast orbital palaces accessible only to themselves called the Ascended Isles.  The Zenith Zohaka had their own retreats hidden in bubble realms along the Veil.  Who struck first is no known, but over the course of a few hours the god kings of Arth began to attack each other&#039;s previously inviolate centers of power.  By the end of a day most of the world&#039;s former rulers were dead - the few survivors, fled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most citizens saw the war only as an endless shower of falling stars across the sky, as their ruler&#039;s vast orbital palaces exploded and burned up, leading to it&#039;s moniker, the &amp;quot;Silent War.&amp;quot;  The next day they found that much of their world had also fallen silent.  Without the power of the Chosen vast magical factories ground to a stop, power plants shut down, and the nations of Jibril began to fall apart.  In distant Zenith, although the social impact was less severe, the various provinces of the Empire now began to move toward civil war as disagreements long contained by the Imperial family began to erupt.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the world and the period in which this game is set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
50 years ago Zadkiel founded the Republic, 20 years ago he stepped away from it leaving humans to their own devices.  10 years ago he vanished.  5 years ago was the invasion of Eleutheria and the fall of the republic.&lt;br /&gt;
&lt;br /&gt;
==Background Fluff Images==&lt;br /&gt;
&lt;br /&gt;
Some images shamelessly stolen from Deviant Art to give an idea of the style of the game:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:City-of-the-Future-484.jpg|200px|thumb|right|Aldicore, island capital of the Divine Dominion of Coreven]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Marsel Slums.jpg|200px|thumb|right|Marsel City Slums, Coreve Mikealan Zone]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Glowing Gunship.jpg|200px|thumb|right|Coreve Herald-class Aerodyne Gunship]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Jibril Infantry.jpg|200px|thumb|right|Coreve Crusaders with Inquisitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Zenith Knight.jpg|200px|thumb|right|Zenith Knight with active Arclave]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Now At the End.jpg|200px|thumb|right|Last Stand against Autoclaires]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Fall of Prion.jpg|200px|thumb|right|The Fall of Prion, bringing the Eluetherian Republic to an end]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Midgar-final-fantasy-vii-30916-1920x1080.jpg|200px|thumb|right|CZ Central, Formerly Prion City, capital of the Eleutherian Republic]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timekeeping==&lt;br /&gt;
&lt;br /&gt;
Jibril uses a calendar with 361 days to the year, with 11 months of 30 days, and one month of 31 days.  The months are divided into seven day weeks.  According the the (intentionally confusing) Jibril calendar it is the year 5 of the Age of Ascension. The previous age was the Age of Repentance, which lasted 148 years, and was itself preceded by the Age of Countenance, which lasted 76 years.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Game Date is Raguday, 25 Aries, 5AA, in the middle of one of the worst winters in living memory on the Mikealan Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Months&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::Aries&lt;br /&gt;
:::10 Aries - 0AA. - the fall of the Republic&lt;br /&gt;
::Taurus&lt;br /&gt;
::Gemini&lt;br /&gt;
::Cancer&lt;br /&gt;
::Leo&lt;br /&gt;
::Virgo&lt;br /&gt;
::Libra&lt;br /&gt;
:::25 Libra - 4AA. - the Silent War&lt;br /&gt;
::Scorpio&lt;br /&gt;
::Sagittarius&lt;br /&gt;
::Capricorn&lt;br /&gt;
::Aquarius&lt;br /&gt;
::Pisces (31 days)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Days of the Week&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::Gabrelday (Holy Day)&lt;br /&gt;
::Mikkelday (Rest Day)&lt;br /&gt;
::Raflesday (Toil Day)&lt;br /&gt;
::Anasday&lt;br /&gt;
::Simisday  (Midweek)&lt;br /&gt;
::Orisday&lt;br /&gt;
::Raguday  (Final Day)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zenith uses a different calendar of 12 Months of 30 days with one Interstice Day (although the month names are the same), and each month containing three weeks of 10 days each.  According to the Zenith Calendar the current year is 2998 Bandish Shinastra, or after the revelations of the prophet Shinastra.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terms of Arth==&lt;br /&gt;
&lt;br /&gt;
Below are is some general information on items, equipment and terms in the world of Arth:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archenium:&#039;&#039;&#039; A silver alloy capable of conducting and containing ether, and the basis for much of the Chosen&#039;s technology.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autocar:&#039;&#039;&#039; A powered ground vehicle, commonly driven by Ambroline.  Due to supply shortages of etheric fuel, many Autocars have been modified into steam powered vehicles, and in Mikaela many old gasoline powered vehicles have seen a resurgence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construct:&#039;&#039;&#039; An artificial organism, often created from a fusion of mechanical parts and dead flesh.  Such constructs are more properly known as Cogmeks.  Fully living biological constructs are possible, and have been made in the past, however they are currently outlawed by the Empyrean Codex, and living constructs will be destroyed by Jibrilites if recognized as such.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ether Geode:&#039;&#039;&#039; A small geomantic gem capable of collecting and storing etheric energy within.  Common components of etheric devices, they naturally form in small quantities, but most current geodes are artificially manufactured.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bloodstone:&#039;&#039;&#039; An etheric bacteria mixed in to construction materials to assist transmutation when living, and then resist further casual transmutation attempts once dead.  Attempting to transmute the material leads the bacteria to absorb the energy and then bleed out of the material as a dark liquid.  Extremely common in Jibrilite construction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Cities:&#039;&#039;&#039; The cities of the Chosen in Jibril, so named for their orderly reputation as well as the habit of some Chosen to regularly rearrange the city layout via mass transmutation effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Iron:&#039;&#039;&#039; Magically forged iron whose creation processes make it extremely resistant to further transmutation.  Cold Iron disrupts etheric effects, and is used in weapons and currency (called Aduli) in some parts of the Zenith Empire.  Elves have a distaste for cold iron and do not like to handle it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsidian:&#039;&#039;&#039; Commonly used construction material by mages and thaumatechs due to its resistance to transmutation.  Also colloquially used term for various types of pure silica extensively used by the Jibrilites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pol:&#039;&#039;&#039; A non-noble Jibrilite.  Although heavily involved in Noble affairs, following the hierarchical tenets of the Empyrean Codex, the Chosen very rarely directly involve themselves in the affairs of the Pols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noble:&#039;&#039;&#039; The genetically engineered and eugenically bred members of the Jibrilite ruling class.  In particular, Jibrilite Nobles have a superior sensitivity to Ether.  The Jibrilite Nobility is used as the tools of the Chosen, while the Pols are the tools of the Nobility.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heirophant:&#039;&#039;&#039; Nobles specifically granted the right to direct communion with the Chosen.  This may be awarded to an entire house, in which case it will be called a &amp;quot;Heiro-House.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talent:&#039;&#039;&#039; The basic Jibrilite unit of currency.  Most Talents are stored etherically in voidbanks.  A physical talent is a small silver coin with trace amounts of inert Archenium in a complex matrix.  The coin can easily be transmuted, but doing so destroys the finely balanced Archenium matrix and renders the currency invalid.  The average Jibrilite Pol will earn about 10,000 Talents a year.  The average noble scion of a modest house will have a yearly stipend of 250,000 or more.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratodyne:&#039;&#039;&#039; Flying warships used almost to exclusion by the Jibrilites, to the point that there are very few true &amp;quot;water ships&amp;quot; in their arsenals.  Most stratodynes are designed to float in water if required, usually when docked.  Stratodyne Destroyers are the smallest stratodynes, usually armed with powerful short ranged missiles and rams for taking on larger warships.  Cruising Stratodynes are the most common and general purpose sky ships.  Battle Stratodynes are the main combat warships, and are usually capable of carrying at least a battalion of men, as well as supporting them in combat with heavy gunfire.  Bridge Stratodynes are the largest sky ships, and are capable of carrying a full brigade of troops.  They are often used as long range combat transports and command vessels.  They are more common in garrison fleets.  High Battle Stratodynes are the most powerful of the skyships and the centerpieces of the Chosen fleets - sometimes the personal transports of the Chosen themselves.  They are armed with powerful spinal Void Cannon, and are the supreme combat ships of Arth, with the bulk of these warships deployed as flagships with Home Fleets or on the Heylel front.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthrodyne:&#039;&#039;&#039; Smaller aircraft using the sympathetic etheric resonance with insects to guide the motion of their components.  Arthrodynes are a common tactical transports for Jibril troops, and usually look like large armoured beetles.  The Herald Arthrodyne Guncraft is particularly common among the Coreven Crusade, due to its useful mix of armour, firepower, and troop capacity.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerodyne:&#039;&#039;&#039; Aerodyne Gunships have been standard modes of transport for the Crusaders for some time.  Aerodyne fighters, known as &amp;quot;Skyreaves&amp;quot; are a more recent development, created over the past century to combat air attacks by sophisticated Mikaelan rebels, as well as meet the threat of potential Zenith advancements.  Most Battle Stratodynes now carry at least a flight of these aircraft.  The common term for the standard combat Jet is &amp;quot;Moth,&amp;quot; due to its delta-wing appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autoclaire:&#039;&#039;&#039; A humanoid battlesuit, standing between 3m and 15m tall, depending on type.  The smallest Arch Autoclaires are like large suits of armour, while Prime Autoclaires are the most common tactical type, and the largest Domina Autoclaires are used by commanders and for special battlefield tasks needed extra firepower and armour.  There are also Throne Autoclaires of unimaginable power, rumored to have once been the personal mounts of the Chosen.  The Chosen have no need of such weapons these days, but they have been known to grant these weapons to their most favoured servants.  Autoclaires function through sympathetic etheric resonance with the human form, but ZEN-Tek has also created a version that runs entirely through advanced slicon computer control, which they call the &#039;AutoGear.&#039;  The Zenith Empire also fields devices similar to Autoclaires which they call &#039;Megas Anima.&#039;  Megas Anima are lest bound to the human form than Autoclaires, and commonly take winged forms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autoclaire Generations:&#039;&#039;&#039;  To date there are five &amp;quot;generations&amp;quot; of Autoclaires.  The first geneneration were the Eshim, clunky steam powered suits controlled by cogs and pulleys, used in the early days during the founding of the Chosen dominions.  Only a handful of these obsolete suits still exist in collections and as curiosities, and they have no place on a modern battlefield.  The second generation are the Cherubim, which were also steam powered but far more advanced with full articulation with hydraulic muscles to mimic the human form.  Small numbers of heavily upgraded Cherubim still exist, most commonly as Arch Autoclaires for Jibrilite noble houses.  The third generation Elohim introduced etheric power and are the recognizable form of modern Autos, with the introduction of Liah&#039;s Aleph Alpha.  For several centuries the Elohim were the last autoclaires designed by the Chosen as the Jibrilite gods moved on to other pursuits.  In this time the mortal Thuamatech engineers of the various Crusades performed a series of upgrades to the Elohim that were eventually recognized as the fourth generation Shaper-Elohim.  These upgrades added more advanced weapons and sub systems, and additional functions including flight or fire support or assualt breakers.  The fourth generation was codified in a series of force-wide upgrades incorporating the lessons learned from the late Mikealan and Rafaelan conflicts, particularly the Eleutherian Correction.  These upgrades had only just been completed when the Crusades clashed with the Zenith Empire at Saranavo.  The Zenith Megas-Anima proved themselves vastly superior even to the upgraded Shaper-Elohim, necessitating the hasty development of a fifth generation &amp;quot;Seraphim,&amp;quot; including features like flight and improved control and weapon systems as standard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seraphim:&#039;&#039;&#039; The &amp;quot;fifth generation&amp;quot; of Throne Autoclaires, produced just before the Fall.  Autoclaire design stalled for several centuries with the third and fourth generation &amp;quot;Elohim&amp;quot; and &amp;quot;Shaper-Elohim.&amp;quot;  When the Crusaders clashed with the Zenith over Saranavo in the two years leading up to the Fall the Chosen realized the Zenith had stolen a march on them with the development of their new Avatar class Megas-Anima.  The fifth generation Seraphim Autoclaires were rushed into service, although only a few Throne and Domina class units were completed before the Fall.  The very first Seraphim class autoclaire was actually constructed in the last years of the Eluetherian Republic.  This was the Seraphim Heartbreaker, made by the Chosen Zadkiel as a final gift for Aster Emeraldine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TrackIron:&#039;&#039;&#039; Once thought to be an obsolete weapon, the TrackIron (originally Land Panzer in its first incarnation) was an armoured Mikaelan war machine.  The Eleutherian Republic resurrected the type during the Corrective War, and used vastly more modern versions with some success during the First and Second Phases of the campaign.  Eleutherian TackIrons possess particularly heavy charged armour that renders them immune to most common battlefield weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZEN-Tek LLC:&#039;&#039;&#039; A shadowy manufacturer of extremely advanced electrotech, able to match the best Thaumatech devices.  The Eleutherian Republic&#039;s possession of large quantities of ZENTek equipment was a nasty surprise to the invading Crusade Armies during the Correction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock:&#039;&#039;&#039; The main manufacturer of smallarms for the Jibril Crusaders.  The original Mattock factorum is in the Coreve capital of Aldicore, although subsidiaries now operate in most Crusader Dominions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightfall:&#039;&#039;&#039; 10 Aries 0 A.E., the day the Chosen Leliel destroyed most of the city of Prion.  In the Chosen record this marked the fall of the Eleutherian Republic, however the Republic never officially surrendered, and major combat continued for several months after this date.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charged Plate:&#039;&#039;&#039; Also known as &#039;Blessed Metal,&#039; a form of personal armour involving a etherically charged metal to strengthen it and resist ether-penetrating attacks.  Although it is standard personal armour for elite Crusade brigades, the Praxis version does present an unmistakeable aura signature which inhibits stealth and disrupts electronics, making it less popular with the Republic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambroline:&#039;&#039;&#039; An etheric fuel, consisting of a silicate jelly, suspending etherically sensitive bacteria.  Used to run most etherically powered heavy equipment.  More technically called &amp;quot;Dyronobic Gel.&amp;quot;  Synthetically produced by the Chosen to remove the demands for geodes.  Ambroline is now in short supply do to the collapse of the refining system, and can only be manufactured in small low quality quantities by the efforts of several priestesses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panoptic Mirror:&#039;&#039;&#039; A remote viewing device linked to a &amp;quot;master mirror.&amp;quot;  Images reflected in the master mirror and similarly reflected on all linked Panoptics.  The newer Jibrilite Panoptics can also transmit sound, and these are sometimes referred to as &amp;quot;Tinbells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teletex:&#039;&#039;&#039; A teletex is a telepathic transmission device, usually used as part of a secure one-to-one communication.  The teletex interprets the normally difficult telepathic transmission.  Teletex usually take the form of a crown, however the smaller ones are a simple silver pad that the user presses to their temple.  When used by a skilled thaumatuge, a teletex can be used to broadcast and receive from and to a larger number of stations, and over longer ranges.  It should be noted that the range of telepathy is in fact functionally unlimited on Arth, but Chosen technology imposes range restrictions to allow some control over regional communications.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyrex:&#039;&#039;&#039; A form of focused short ranged teletex used for delving inside the mind of a subject.  The most powerful deep psyrex can be used to plumb the very depths of a subjects self and even change their personalities.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Libratex:&#039;&#039;&#039; A libratex is a simpler form of teletex that sends only pre-set text messages from an internal library, usually to a printing device.  It is commonly used by the military, government, and news agencies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logitike:&#039;&#039;&#039; A Jibrilite thaumaturge skilled in wild magic.  What wild magic a Jibrilite can learn and use is heavily restricted, and official schools never teach &amp;quot;Lotek&amp;quot; beyond the basic level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logos:&#039;&#039;&#039; A thinking machine, usually formed from imprisoning a spirit within a mechanical construct to give form to its thoughts and allow it to be used to aid the thaumatech.  Also called a Aetheric Intellect or AI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sodality:&#039;&#039;&#039; An etheric computer, made from several complex interconnected praxi.  Sometimes the host for a Logos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyche:&#039;&#039;&#039; A thaumaurge particularly skilled in telepathic communication.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thaumatech:&#039;&#039;&#039; A Thaumatech is a Jibrilite who understands the inner working of praxis circuits, and can recombine, or even create their own.  Nearly all Jibrilite Thaumatechs are members of the Empyrean Church, and in some Dominions it is actively illegal to practice Thaumatechnology without divine sanction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thaumaturge:&#039;&#039;&#039; A Thaumaturge is any Jibrilite with developed skill in channelling ether.  Most Thaumatechs are also Thaumaturges (so much so that the skill is assumed for any Thaumatech), but many Thaumaturges are not Thaumatechs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preistess:&#039;&#039;&#039; A Thaumaturge within the Empyrean Church, ordained with religious authority by the Chosen.  Virtually all are women, due to longstanding tradition.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric:&#039;&#039;&#039; An Empyrean Thaumaturge attached to the Crusade or Constabulary.  Sometimes called &amp;quot;Combat Claires,&amp;quot; in barracks slang.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crusader:&#039;&#039;&#039; A soldier in the army of those Chosen who sought to build empires abroad.  Crusaders recruit from across Dominion, and even Protectorate populations, although their officers are almost always Jibrilite nobility. For centuries the most powerful and feared military force on Arth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guardians:&#039;&#039;&#039; Soldiers serving the Empyrean Church directly, not commonly seen in the Protectorates, where the Crusaders perform many of their duties.  Habitually far better equipped than Crusaders with the most advanced Thaumatech. Guardian lines are insular and do not recruit from the general populace.  Although originally drawn from the very best human soldiers, there are rumours that many Chosen have long used tailor made constructs as Guardian.  More archaically called &#039;custos.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inquisitor:&#039;&#039;&#039; A Thaumaturge within the Empyrean Church, charged with protecting the Church and its members from physical and doctrinal harm.  The most prominent Inquisitors are Solinarchs, and the terms are often used interchangeably, but in fact most members of the Inquisition are not so enhanced.  The Inquisition admits large amounts of men, and nearly all Solinarchs are male.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinarch:&#039;&#039;&#039; An individual enhanced with internal praxis circuitry (called solo praxis).  The Solinarch creation process is lengthy, painful, and prone to failure, but when successful it results in powerful etheric warriors.  The very pinacle of Jibrilite military technology.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fey:&#039;&#039;&#039; Etheric beings originally from the Perithan world of Morgana, now shapeshifting residents of Apathan animal shells.  There are five known ranks of Fey.  At the top are the Monarchs of the Lios Alfar, the rulers of the Fey.  These are immortal Perithan beings who remain close to their heritage and are virtually indestructible.  They assume a multitude of forms, and can change their shape as freely as they change their minds.  Below the Monarchs are the Princes.  Princely Fey assume static forms, although they can change them greatly if they desire.  While these forms are mortal, if killed, the Prince&#039;s soul will drift until it can be reborn in a new body.  Next are the Courtiers.  Courtiers also have static forms, with the ability to shift them as they wish.  Like Royal Fey, if a Courtier is killed their soul can be recovered and reborn.  Below the Courtiers are the Commoners.  Commoners have mortal bodies, and although their souls can be preserved after death this must be done quickly or they will soon dissipate.  The lowest are the Mog Alfar, Thin-Bloods, or most commonly, &amp;quot;Elves.&amp;quot;  These are the offspring of humans and Royal Fey, from pairings in the distant past.  They are unable to shapeshift, and bear tell-tale signs of their heritage.  Mog Alfar are longer lived than humans (living 300-500 years), and have higher innate Etheric sensitivity, but are otherwise mortal.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ascension_Isle:_Legacy&amp;diff=67350</id>
		<title>Ascension Isle: Legacy</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ascension_Isle:_Legacy&amp;diff=67350"/>
		<updated>2019-06-16T07:08:53Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* The City of CZ Central */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Channel moved to #AscensionIsle.&amp;lt;br&amp;gt;&lt;br /&gt;
Kobold Space Program total success - &#039;&#039;Ad Astra!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ascension Isle: Legacy continues!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-IX&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Correctional Zone.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a character based RPG set in the fantasy world of Arth, as part of the modern Ascension Isle setting.  This is a modified version of the AI world discussed for the proposed Nation Game, and differs in a several key ways.  The most important is that in this world magical development fed technological development and vice versa, leading to a world with technology that in many ways exceeds our own - as well as being a world with magical creatures, non-human races, and supernatural powers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The old kingdoms of the demigod Chosen who have ruled the world for centuries are collapsing, and the Characters are caught in these times of revolution.  Can they build a new order, or will they just burn the old to ashes?&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
[[AI:L Background]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Armoury]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Spellbook]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AI:L Character Creation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Skill List]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Quirk List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AI:L Combat]] (updated with range combat rules, 2019/03/02)&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Social Conflict]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Spinoffs - Kobold Space Program]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Rules Testing]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Chrysanth, Candidate for Zadkiel]] - Shrike&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jonas Flavius]] - Lokar&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gregorio Arhyna]] - Ent&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aranitha Fury Morrigan]] - FBH&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alice Samelrand]] - Silence&amp;lt;br&amp;gt;&lt;br /&gt;
[[LoranClementine]] - Andronicus &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eugenie Letizia Kerdaniel]] - G &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Campaign Themes==&lt;br /&gt;
&lt;br /&gt;
(GM) Event: The Liberation of Eleutheria&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Strongly Support&lt;br /&gt;
::Aran: Support - &amp;quot;A knight should save the weak.&amp;quot; &lt;br /&gt;
::Chrysanth: No Opinion&lt;br /&gt;
::Alice: Strongly Support&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: Strongly Support&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: &amp;quot;From &#039;&#039;what&#039;&#039;?&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
(Lokar) Organization: Restore the Republic&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Strongly Support - &amp;quot;I wish to restore the Republic, one more committed to the ideals of equality.&amp;quot;&lt;br /&gt;
::Aran: Support - &amp;quot;Let the humans have their glory.&amp;quot; &lt;br /&gt;
::Chrysanth: Support - &amp;quot;The Republic is part of Zadkiel&#039;s legacy - but the lesser part.&amp;quot;&lt;br /&gt;
::Alice: Strongly Support - &amp;quot;Whatever Jonas wants - the crown of the Consul if he wills it.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: Support - &amp;quot;They&#039;ll probably let me do my thing, right?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Neutral. &amp;quot;Restore the Republic of Zadkiel not the republic of the mob or the red brigades.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
(FBH) Person: Lord General Marianne Saint Just&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Strongly Oppose - &amp;quot;The Elf has first claim, but if Aran doesn&#039;t kill her, then I will see the Lord General tried and executed for her crimes.&amp;quot;&lt;br /&gt;
::Aran: Strongly Oppose - &amp;quot;I will hold her in my arms as the life spills out of her, and she will know that all her works are ruin at my hands, and pray to her liar god in vain.&amp;quot; &lt;br /&gt;
::Chrysanth: No Opinion&lt;br /&gt;
::Alice: Oppose - &amp;quot;Just another body to pave the Cordinal&#039;s path.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: Strongly Oppose - &amp;quot;Flunky from a bygone era.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Oppose. &amp;quot;The Lord-General is issuing illegal orders and acting in a way that betrays her office.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
(Shrike) Person: Assume Zadkiel&#039;s Legacy&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: No Opinion - &amp;quot;I will not hinder Chrysanth but if she intends to reimpose the old order I will stop her.&amp;quot;&lt;br /&gt;
::Aran: Oppose - &amp;quot;I kill Chosen. I&#039;m not going to restore them.&amp;quot; &lt;br /&gt;
::Chrysanth: Strongly Support - &amp;quot;I will immanentize my eschaton.&amp;quot;&lt;br /&gt;
::Alice: No Opinion - &amp;quot;Not a waifu option for Jonas so don&#039;t care.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: Oppose - &amp;quot;I&#039;d rather not have the Chosen come back.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Support. The return of the Lord of Mercy can only be a boon to mankind!&amp;lt;br&amp;gt;&lt;br /&gt;
(Silence) Ideal: The Legend of Cordinal Jonas Flavius&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Oppose - &amp;quot;I am just a man fighting for what is right and a better future.&amp;quot;&lt;br /&gt;
::Aran: Support - &amp;quot;He gives a good speech and he&#039;s pretty handsome, but overall I prefer the crazy one.&amp;quot; &lt;br /&gt;
::Chrysanth: No Opinion&lt;br /&gt;
::Alice: Strongly Support - &amp;quot;I am the ideal waifu for the ideal Cordinal and he will realize that eventually even if I have to. . . remove. . . any competitors.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: No Opinion&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Jonas-sempei is a hero! &amp;lt;br&amp;gt;&lt;br /&gt;
(Ent) Event: Free Thaumatechnology from the shackles of the Church.&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Support - It is through the Church&#039;s control of technology that they shackle the people. The free flow of technology allows for a free people.&lt;br /&gt;
::Aran: Supports - Let the Chosen&#039;s Works be known to all, and lose any power they might have had in the doing of it &amp;lt;br&amp;gt; &lt;br /&gt;
::Chrysanth: &lt;br /&gt;
::Alice: No Opinion - &amp;quot;Whatever the Cordinal wants&amp;quot;&lt;br /&gt;
::Greg: Strongly Support&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Oppose. Radical measures produces nothing but misery. &amp;lt;br&amp;gt;&lt;br /&gt;
(Loran) Event: Pick up chicks, drive a giant robot! &amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: &lt;br /&gt;
::Aran: &lt;br /&gt;
::Chrysanth: &lt;br /&gt;
::Alice: &lt;br /&gt;
::Greg: &lt;br /&gt;
::Loran: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Objectives: Team Republic]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Objectives: Team Chosen]]&lt;br /&gt;
&lt;br /&gt;
==The Chosen==&lt;br /&gt;
&lt;br /&gt;
Zadkiel: Chosen of Cydonia, Chosen of Mercy, who created the Eluetherian Republic from his old Cydonian Protectorate.  Zadkiel vanished before the Republic&#039;s destruction, and it is suspected he may have met his end at the hands of one or all of the &amp;quot;Correcting&amp;quot; Chosen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Liah: Chosen of Coreven, Chosen of the Crusade, and one of the Chosen who invaded the Republic with her Crusade armies.  Beleived by many to be the ring-leader of the Correction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Leliel: Chosen of Enduscare, Chosen of Night, and one of the Chosen who invaded the Republic with her Crusade armies.  Known to have a particular hatred of the &amp;quot;lesser races.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Auriel: Chosen of Telloren, Chosen of Light, and one of the Chosen who invaded the Republic with his Crusade armies.  A reclusive Chosen, but who runs a stern domain, and is known to be a longtime ally of Liah.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CZ Central Political Scene==&lt;br /&gt;
&lt;br /&gt;
===The Noble Houses===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Archangeli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Archangeli was re-admitted into the ranks of the Heirophant Houses of Arth following its surrender at the end of the Araden Interdivinum.  It &amp;quot;rules&amp;quot; over the Unity District at the center of CZ Central, however it is common knowledge among the people of the city that Governor Armiger Archangeli, once the Praetor and greatest hero of the Republic, is now nothing more than a mind controlled Chosen puppet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Aikenrand&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Aikenrand is one of the old Araden noble houses that refused to swear loyalty to the Republic.  With the return of the Chosen they were rewarded for this loyalty and granted title over Alpha Ward, in the Coreve Occupation District.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Lyris&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Lyris swore loyalty to the Republic, and was one of its leading Patrician families.  The family&#039;s noble line suffered heavily during the War, and survives only due to its close relationship with its surviving cadet branch, Lyrey-Makkali.  It has title over Beta Ward in the Tellen Occupation District&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Arhyna&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Arhyna swore loyalty to the Republic, but was narrowly rejected from entry into the Patrician families by a close vote of the Senate.  The House has a scandal plagued history, and it is rumoured that fey blood may even run through the veins of some of its scions.  The House survived the war largely intact, and was too powerful for the Chosen to easily disenfranchise, despite its reputation, and the feirce resistance many of its members put up during the War.  It has title over Gamma Ward, in the Tellaren Occupation District.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Megus&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Megus is known for the potency of its blood, and has birthed some of the most notable Thaumaturges in the history of the Zones.  It is rumoured this opportunistic noble house only supported the Republic so as to gain access to its wondrous electronic &amp;quot;ZENTek.&amp;quot;  House Megus is allied to the cadet branches of Taiani, Malkaritus, and Maikom, and has title over Delta Ward in the Tellaren Occupation District.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Sentonius&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Sentonius survived the war, but was nearly annihilated in the aftermath for the humiliations it inflicted upon the armies of the Chosen Leliel.  The other two Chosen, Liah and Auriel ultimately talked down their fellow, and in her mercy (or the other Chosen&#039;s warped senses of humour) Leliel allowed Sentonius to survive in her service.  To the bemusement of many, although not formally bound in marriage, House Sentonius maintains close relations with House Arhyna, and the two fought side by side in the War.  House Sentonius is known for being given all the most humiliating tasks within the Enduscare Occupation Zone, and along with its surviving cadet family of Var-Vistus, has title over Epsilon Ward in the Endare Occupation District.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Samelrand&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Samelrand was one of Patrician families of the Republic, but has fallen far since then.  Most of its leadership was killed in the War, and its young Matriarch, Ingria Samelrand, is known to be insane.  Samelrand now performs some of the most heinous acts in the Correctional Zone, and its jumped up client family, Venamus, operates Enlightenment Camps of Zeta Ward in the Endare Occupation District, where hundreds of thousands have since met their end.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Lentithe&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
House Lentithe was a minor house of suspect loyalty that was never admitted into the ranks of the Patricians.  Following the War it was restored by the Chosen Leliel and given title over Eta Ward in Enduscare&#039;s Occupation District.  Paradoxically, House Lentithe is now one of the most ardent, if secret, supporters of a republican revival, a sentiment likely driven by its utter loathing for House Samelrand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Clementine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Clementine remained true to the Chosen Zadkiel, and was one of the initial Patrician families, but voluntarily rescinded its title following independence.  It is one of the most respected Noble Houses in the Correctional Zone, and its members are known for their moral &amp;quot;uprightness,&amp;quot; giving its words weight far beyond the house&#039;s modest wealth and power.  Clementine holds title over Theta Ward in the Coreve Occupation District, which is a hotbed of rebellion due to the house&#039;s perhaps ill-advised soft touch.  The spirited Clementine cadet house Emeraldine is tied by marriage to House Archangeli, and the fate of the Lady Aster Emerald-Archangeli has driven a wedge between the house and the Chosen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Empyrean Church===&lt;br /&gt;
&lt;br /&gt;
Church of Liah&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Church of Leliel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Church of Auriel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Church of Zadkiel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heretics and Infidels===&lt;br /&gt;
&lt;br /&gt;
Memnites&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Astrana&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Entelism&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Perithelians&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Pleb Street===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25th Libra&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
25th Libra is a fast growing global revolutionary movement.  It traces its genesis back three hundred years, to a series of books by Mikaelan Librarian Lara Sullivan called &amp;quot;The Bridge of Time.&amp;quot;  The books presented an alternate past, present and future for Arth, each without the Chosen, and indirectly showed their malignant influence through the comparison, although the Chosen are never mentioned directly in the novels.  The books were immediately suppressed, but gave rise to a number of underground movements which stubbornly resisted the efforts of the Chosen to completely stamp them out.  Finally, with the Silent War and the fall of the Chosen the various movements have started to coalesce under the banner of the &amp;quot;25th Libra movement&amp;quot; - the day the Ascended Isles Fell.  25th Libra calls for the people of the world to throw off the shackles of the Chosen and unite to build a better future.  In CZ Central, 25th Libra generally preaches peaceful change, and the creation of a new, stronger and fairer Republic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Red Brigades&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Named after the Red Hand, a violent pleb movement which murdered several Nobles in the Cydonian Protectorate Zone two hundreds years ago, the Red Brigades demand violent revolution.  From a platform of equality, they preach that the plebs will only be free when all those with unequal advantages - the Nobles and the Constructed Races among them - are overthrown.  Many low ranking citizens and pleb soldiers from the days of the Republic, believing themselves betrayed by the nobility, have joined the ranks of the Brigades, making them a formidable military force.&lt;br /&gt;
::&#039;&#039;&#039;The Drummers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::The Drummers are the radical arm of the Red Brigades, responsible for various acts of terrorism across CZ Central, and the Correctional Zone at large.  They preach a particularly apocalyptic version of the Red Brigades&#039; ideology of violent change, including not just the overthrow but the complete extermination of all those of Noble blood.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Street Gangs===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The West Side Monsters&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The West Side Monsters mainly operate in the Tellen Occupation District on the east side of CZ Central.  Their name comes from CZ Central&#039;s location at the west end of the Tellen Occupation Zone, and the gang has a presence throughout several of its cities.  In CZ Central it numbers about 1,500 members.  It is run by Artemis Hougan, a massive man half muscle and half machine.  Hougan is supposedly a veteran first of the War, and then of Megus experiments to help him recover from his wounds.  The Monsters are known to be an egalitarian lot, and include elves, goblins and ogres as well as Rafaelans, Mikaelans, and even Jibrilites in their numbers.  They also perform extreme body modifications, starting with tattoos and going up from there.The sign of the Monsters is three sylized claws, and their gang sign is two crooked fingers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Monsters dabble in all forms of criminality, but most of their income comes from illicit drugs, which they smuggle into the city from several grow ops in the Tellen Zone countryside.  Aside from that, they are known to be particularly violent, and are not above hiring out as muscle for a little cash on the side.  They are rumoured to have an arrangement with House Megus, where Megus gets to test some of its more esoteric technologies on their members, and those members who survive the process get to keep the tech.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunar Crew&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Lunar Crew are an elven gang based in the ring wall slums of the Coreven Occupation District, particularly West Park and Firion Park, and with a presence througout the Endus Occupation District.  The gang numbers 3,000 - all elves - and is run by an inner circle called the Winter Council.  Although Artemis Crimsene has been publicly associated with Crew, the Council denies any involvement with that stylish masked outlaw.  The Lunar Crew&#039;s sign is Luna&#039;s Eye - four lens shapes interlinked in a cross pattern.  It is common for the gang to enchant these signs with various spell effects, often to warn them of trespassers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of the Lunar Crew is the preservation of elven lives and culture.  The gang smuggles elven refugees in from the other district, and then out to the northern Coreven Zone.  It has several arrangements with northern landowners to provide cheap labourers, and also receives remittances from those it has saved.  It supplements this income with theft and burglary, gaining for itself a deserved reputation as a pack of thieves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recently the Lunar Crew has entered into an arms length, informal arrangement with House Lentithe.  The two previously had an &amp;quot;understanding&amp;quot; where Lentithe would look the other way as the Crew smuggled refugees through its Ward.  Lenthithe has expanded this arrangement, and is paying the Crew to report on events within Ward 6.  This corresponds to a falling out between Lunar Crew and Nexlexis.  The two gangs were allies in the past, but are becoming increasingly hostile to each other.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legio XIII&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The 13th Legion professes to be the remnants of the Republican Legion of the same name.  It&#039;s leader styles himself &amp;quot;Legate Cordinal Catarian&amp;quot;, and operates out of the Scarlet Street area of Ward 5.  The Legion is the smallest of the major gangs in the city, with only 500 core members (although it claims its strength is 6,000), however it is known to possess some quantities of old Republic ZEN-Tek, making it a force to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Legion sustains itself mainly through &amp;quot;taxation&amp;quot; or wide ranging protection and shakedown rackets.  It is mostly ignored by the Constabulary who do not have enough firepower to willingly enter a fight with the group.  Whether the 13th Legion is actually heir to the Rebublican brigade of the same name is an open question, however the group does not profess loyalty to the General Staff, and appears to have long forgotten any ideals it once defended.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Burnt Cannibals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Burnt Cannibals are the bogey men that mothers in CZ Central use to terrify their children with if they don&#039;t go to bed at the Codex approved time.  The exact size of the group is unknown, but they are suspected to number at least 1,000 members throughout the city.  Their leader is Artemis Blaize, who is rumoured to be either an immortal Rafealan Witch, an Imperial Zenith Sorceress, or maybe a dragon, who settled in Prion city prior to the Correction, and awakened and angered by its destruction.  Members of the Cannibals wear little if any clothing, have smouldering skin and eyes like burning coals, and have Aether auras like infernos that seethe with power and rage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cannibals do exactly as their name suggests, prowling the streets of the slums and the undercity after dark, and dragging off the unwary to be devoured.  The members of the gang have sworn themselves to Blaize for some hellish pact of power that only the insane or desperate would consider.  Although Artemis Blaize can be negotiated and bargained with she is untrustworthy, and the authorities long since gave up trying. Instead they bent their efforts to wiping her and her twisted cult out.  Prior to the Silent War they had mostly succeeded, although Blaize herself remained at large.  In the past six months though, the gang has seen a resurgence, and once more Blaize&#039;s Cannibal acolytes stalk CZ Central.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nexlexis&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nexlexis is the largest street gang in CZ Central.  It is run by Artemis Frost, who claims to be a bastard daughter of House Arhyna, and has gathered a coterie of bastards and exiles around her, as well as an army of plebs. All told Nexlexis numbers around 5,000 core members spread mostly throughout the Endus District.  Frost runs the gang with a mixture of charm and violence - she and many of her lieutenants are skilled Magi, using a mix of Jibrilite and Rafaelan arts.  Their gang sign is crossed index fingers, and their symbol is a stylized X.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nexlexis runs entertainment houses in every Ward of the city, at which gambling, prostitution, and banned entertainments are conducted.  It also runs protection rackets and slum tenements in the areas it controls, and traffics in illegal drugs and restricted goods.  Nexlexis also dabbles in kidnapping and human smuggling on the side.  Nexlexis does most of its public activities under the auspices of Nexen Corp (logo: neXen), a supposedly above board service provider, headquartered in Ward 6&#039;s inner ring &amp;quot;Red Light&amp;quot; district.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nexlexis is known to have contacts with several Noble families, including Samelrand, Arhyna, and Megus.  It also has numerous individual nobles who it has made contact with through its entertainment houses, and many that it can call on for favours, or just blackmail.  Due to its penetration of the Constabulary, Nexlexis is all but immune from conventional prosecution, and it takes pains to remain useful to the various Crusader factions.  It has recently received an influx of funds from an unknown source, and is expanding its efforts into construction and infrastructure, often using cheap labour borrowed or redirected from the Enlightenment Camps in Ward 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
&lt;br /&gt;
Anthem of the Republic - [https://www.youtube.com/watch?v=Rss-xVvOBwo &amp;quot;The Call of Elysium&amp;quot;]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Prion in Exile - The General Staff&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The General Staff are the military leadership of the republic who never surrendered.  The Chief of Staff is Marshal Akalis (a &#039;&#039;nom de guerre&#039;&#039; to protect his identity), and until recently they were located deep within the Mikaelan interior, sheltered by the Library to evade Chosen hunters.  Rumour is that since the Fall, the General Staff has sent senior representatives back to Eleutheria, with Captain General Medira rumoured to have been sent to Prion City itself.  Contacting the General Staff is difficult, but they are always looking to regather the forces of the Republic, and will offer aid to those who swear themselves to its cause - that of a restored Republic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrician House Castellum&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Castellum is one of three surviving Patrician families that refused to swear loyalty to the Chosen following the Correction.  The house mainly operates in the Telloren Occupational Zone, and supposedly has several hidden caches of ZEN-Tek weaponry scattered on various islands throughout Deception Strait.  It funds the remnants of three Republic Legions, VI, IX, and XXV&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Patrician House Elysenium&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Elysenium no longer exists as it did in the days of the Republic.  The house was effectively exterminated in a final suicidal attack on the Chosen Leliel.  It&#039;s banner has been taken up by several plebes who claim to be illegitimate bastards of its rather prolific First Prince, the legendary Ryzard Arhyn-Elysenium, the Lion of Acheron.  Under this banner the polyglot Legio XXI continues to fight on in the countryside of the Enduscare Occupation Zone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrician House Luciani&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Luciani is not technically a Patrician house, being formed of exiled remnants of House Archangeli.  It is sometimes referred to as fallen-Archangeli.  Although the smallest by far of the three surviving Patrician Houses.  Rumour says it maintains the elite Legio I &amp;quot;Invictus&amp;quot; hidden somewhere in the north of the country.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Library&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Library, or the Great Library, is one of the oldest institutions on Arth, despite the Chosen&#039;s attempts to destroy it.  The Library maintains the history of Arth, as it was before the Chosen sought to rewrite it.  The library also records events as they happen and adds them to its volumes, all of which are banned by the Chosen, and anyone caught reading them can potentially face severe penalties.  The Library has no one central location, operating instead out of many distributed locations that continually reprint and republish its old works.  Most of the Library&#039;s work is concentrated on the continent of Mikaela, although it does maintain a large repository in the Zenith Empire, which serves as insurance the total destruction of its works.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;ZEN-Tek LLC&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
ZEN-Tek is a shadowy and mysterious company that is best known for its extremely advanced &amp;quot;electrotech&amp;quot; weapons.  ZEN-Tek came to prominance in the early years of the Eluetherian Republic, when its weapons flooded the Republic&#039;s Army.  The exact source of these weapons remains a mystery, even after the War and subsequent Occupation.  Some have theorized that the Chosen Zadkiel developed them so as to give his people a means of defense independent from the Chosen-controlled Thaumatech.  Despite the ruthless lethality of their armaments, anyone reading the pictographic ZEN-Tek operating manuals is left with the distinct impression that, whoever they are, ZEN-Tek isn&#039;t taking this all completely seriously.  The booklets feature the exploits of exaggerated cartoon characters, like the overeager Lt Grass and the portly Sgt Fingus, and contain more puns than a stage full of goblin comedians.  Regardless, ZEN-Tek remains fully committed to the Republic and the only a handful of captured weapons have seen service in the hands of Crusaders.  After several high profile cases of sabotage, leading to the deaths of senior Crusade officers who took ZEN-Tech weapons as trophies, the Chosen issued a general edict against the practice, and now all captured weapons are turned over to the Church for destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
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==The City of CZ Central==&lt;br /&gt;
[[File:Midgar.jpg|thumb]]&lt;br /&gt;
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Total population: 10,000,000&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Ward 2&#039;&#039;&#039; is home to the House Lyris, which is basically just a puppet for the Tellen Crusade, being gutted of power &lt;br /&gt;
:&#039;&#039;&#039;Knight&#039;s Bastion&#039;&#039;&#039; is the site of the temple to Auriel&lt;br /&gt;
:&#039;&#039;&#039;Squall Rise&#039;&#039;&#039; has a most excellent restaurant with fabulous lemon crepes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 3&#039;&#039;&#039; (Gamma Ward) is the sector of House Arhyna.&lt;br /&gt;
:&#039;&#039;&#039;Touph Street&#039;&#039;&#039; is outer slums and red light districts, including the extremely popular (among young female nobles) nightclub &#039;&#039;Meat Market&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;Balamb Gardens&#039;&#039;&#039; is the grounds for House Arhyna&#039;s sprawling mansion complex.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 4&#039;&#039;&#039; is the sector of House Megus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 6&#039;&#039;&#039; is host to the concentration camps and has mostly been bulldozed flat.&lt;br /&gt;
:&#039;&#039;&#039;Samelrand Spire&#039;&#039;&#039; is accessible by the Cross-City Link Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 7&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;Yojimbo Avenue&#039;&#039;&#039; is where Jonas has his secret base inside a warehouse&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 8&#039;&#039;&#039; is the sector of House Clementine, and their cadet house, House Emeraldine.&lt;br /&gt;
:&#039;&#039;&#039;Emerald Road&#039;&#039;&#039; is the grounds for Emeraldine&#039;s mansion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North of the City&#039;&#039;&#039; is Mirune Bay, currently unpleasantly icy.&lt;br /&gt;
:&#039;&#039;&#039;Greg&#039;s crashed stratodyne&#039;&#039;&#039; is partially buried in the mud bordering the bay and is reachable by a dirt path or boat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Republican Districts&#039;&#039;&#039; in the time of the former Republic the Wards were know as districts and had names...&lt;br /&gt;
:Ward 0 was known as the Capitoline District&lt;br /&gt;
:Ward 1 was known as the Pincian District&lt;br /&gt;
:Ward 2 was known as the Vatican District&lt;br /&gt;
:Ward 3 was known as the Aventine District&lt;br /&gt;
:Ward 4 was known as the Caelian District&lt;br /&gt;
:Ward 5 was known as the Viminal District&lt;br /&gt;
:Ward 6 was known as the Esquiline District&lt;br /&gt;
:Ward 7 was known as the Quirinal District&lt;br /&gt;
:Ward 8 was known as the Palatine District&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lord General&#039;s Staff&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Lord General Marianne Saint-Just]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Captain Caspar Saint-Just]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[CZ Chief Thaumatech Giannina &amp;quot;Nina&amp;quot; Megus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cardinal of Liah, High Priestess Joanna Alisandre]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CZ Central Authorities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peace Marshal Spartus Venamus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Chief Inspector Renton Scarbrough]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Street&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Artemis Crimsene]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Artemis Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legate Cordinal Catarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Chey Hexum]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Solomon Dior]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Philo Marks]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malarkey]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Niskeneskie]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Delray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malaika, Fate&#039;s Hand]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Red Brigades&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ion Valdemar]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Cards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Captain Jericho Lander]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Radachel Kezmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Artemis Blaize]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Clementine and Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Cordelia Clementine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Moira Clementine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loran Clementine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hazel Emeraldine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lily Emeraldine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aster Emererald-Archangeli]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tellen District Nobles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lieutenant General Roald Janvier]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wren Arhyna]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gideon Taiani]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bishop of Auriel - Priestess Ailena Tiadalos ]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endus District Nobles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lord General Chesne Du-Blessed]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ingria Samelrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Axelle Venamus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aeternia Lentithe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cordinal of the Cross Maiden DuThaire]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cordinal Kiera Dellarme, an auburn haired woman who would be stunningly beautiful if not for the livid half-healed laser scar marring the left side of her jaw.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also Knight Marshal Hellicia Lusaine, a very pale woman with ruby red lips and a halo of red hair wearing the short elbow length crimson half cape of the custos knights.  The Endus temple troops.  She&#039;d be in command of the local garrison&lt;br /&gt;
&lt;br /&gt;
The corpse pale Axelle Venamus, the only representative of the local house cadet forces here.  Lady Venamus has a mass of green hair floating about her like she&#039;s underwater and a cold artificial beauty that can only come from mimesis praxi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Mooks and Characters&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Constabular Gendarme]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Constabular Officer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Constabular Inspector]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Constabular Sheriff]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Crusade Armsman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crusade Officer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crusade Cleric]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gigganger Cogmek]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Legionary Veteran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legionary Recruit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Military Forces in CZ Central==&lt;br /&gt;
&lt;br /&gt;
CZ Central is a large city of nearly 10 million people (although half the population it contained as Prion City) split into four occupation districts.  One district for each of the occupying Chosen Dominions, and then a central Unity District.  The City has many armed military forces, including the three Dominion Crusade armies, the city Constabulary, Noble House Cadet Guards, as well as various gangs, and the resistance forces.  The resistance forces themselves are scattered between local forces, revolutionary movements, and the Army of the Republic, which are the remnant forces of the Republican Legions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Crusaders&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Crusaders are not a unified force, with divisions apparent and growing between the forces in the three Occupation Districts.  There are reports of clashes between the various Dominion forces out in the Zones as they scuffle over increasingly limited resources, although open fighting has not (yet) broken out in CZ Central itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A full strength foot brigade is 5,000 soldiers with 250 Autoclaires.  A full strength wing brigade is 3,000 soldiers with 100 Autoclaires and 250 Arthrodynes.  Numbers given below are for establishment but most formations will be below these numbers due to attrition and detachments.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;The Coreve Crusade&#039;&#039;&#039; 13,000 soldiers, in two foot brigades (117th &amp;quot;Inexorable&amp;quot;, 192nd &amp;quot;Delight of Liah&amp;quot;), and one wing brigade (915th &amp;quot;Day of Truth - The Lord General&#039;s Own&amp;quot;)&lt;br /&gt;
:::Based at Highwind (117th), Western Heights(192nd), and the Aerostat Port (915th)&lt;br /&gt;
:::Another 5 foot brigades and 2 wing brigades deployed in the northern Zone&lt;br /&gt;
Coreve equipment is dominated by large rounded plates and smooth, sleek edges.  It tends to be simpler and more functional in appearance than that of most other Jibrilite dominions, but with extremely large and prominently displayed weapon mounts.  Coreve colors are blue and gold on white or silver.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;The Tellen Crusade&#039;&#039;&#039; 8,000 soldiers, in one foot brigade (332nd &amp;quot;Rebuke in Anger&amp;quot;) and one wing brigade (1055th &amp;quot;Terrible Swift Sword&amp;quot;)&lt;br /&gt;
:::Based at Hartilly Hill (332nd) and Knight&#039;s Bastion (1055th)&lt;br /&gt;
:::Another 4 foot brigades deployed in the eastern Zone&lt;br /&gt;
Tellen equipment is baroque and highly stylized, with semi-archaic looking designs sporting an excess of filigree and statuary.  It is generally considered to be the &amp;quot;classic&amp;quot; appearance for Jibrilite equipment.  It tends to be larger than similar equipment from other Jibrilite dominions.  Tellen colors are gold, yellow and white.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;The Endus Crusade&#039;&#039;&#039; 20,000 soldiers, in four foot brigades ([[522nd &amp;quot;Leliel Ascends&amp;quot;]], 510th &amp;quot;Deliverance,&amp;quot; 601st &amp;quot;Smite All Falsehood&amp;quot;, 677th &amp;quot;As is Just&amp;quot;)&lt;br /&gt;
:::Based at Adaman Lookout (522nd), Gau Rise (601st) and Zeta Camp (510th, 677th)&lt;br /&gt;
:::Another 4 foot brigades and 2 wing brigades in the western zone - word is that in early Aries the 557th was badly mauled in a fight with unknown invaders out west by Tremscare Point&lt;br /&gt;
Endus equipment is sharp and pointed, having many flat planes brought together at angles.  In some cases it can be difficult to see the true shape of the equipment and looking at it too long can strain the eye.  Endus colors are black with orange highlights, often with motes of light like stars floating within.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Constabulary&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Crusaders mainly operate from large fortified camps.  The Constabulary keep day to day order on the streets.  About 2/3rds of them are from the Jibril Dominions, the other 1/3rd are local recruits.  There are about 70,000 Constables spread over the 8 wards and the Unity District.  The Constabulary maintain checkpoints, investigate crimes, and keep order.  They will only deploy in large numbers for incidences of social unrest, with most of these riot forces coming from the Unity District.  These days they will more commonly deploy large stego lizard cavalry rather than Autoclaires and Arthrodynes due to supply shortages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Unity District - 18,000&lt;br /&gt;
::Ward 1 - 6,000&lt;br /&gt;
::Ward 2 - 5,000&lt;br /&gt;
::Ward 3 - 7,000&lt;br /&gt;
::Ward 4 - 6,000&lt;br /&gt;
::Ward 5 - 4,000&lt;br /&gt;
::Ward 6 - 15,000&lt;br /&gt;
::Ward 7 - 3,000&lt;br /&gt;
::Ward 8 - 6,000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Cadet Guards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Traditionally Noble Houses of Jibril maintain small &amp;quot;cadet&amp;quot; forces to see to their own security and train the next generation of noble officers.  These forces tend to be small but of high quality and heavy on Thaumatech and Clerical support.  Carefully and suspiciously reconstructed after the War, most of the Cadet Guards of CZ Central fall far below the Jibrilite ideal, as far as quality is concerned.&lt;br /&gt;
&lt;br /&gt;
Although peace still prevails between the Crusade forces, open fighting has broken out between the Guards of houses Samelrand and Lentithe on several occasions, with additional proxy conflicts between the street gangs Nexlexi and Lunar Crew likely working in contract for the two houses.  Several members of House Sentonius have also been murdered by Samelrand, and House Arhyna is also under investigation by the Constabulary for a series of raids into CZ Central against armament storehouses of House Archangeli.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::House Archangeli - 500 elite guards, superbly equipped and trained, essentially all transplanted Coreven cadets from Coreve houses Ingram, Saint-Anzeray, and de Chalice.&lt;br /&gt;
::House Aikenrand - 200 elite guards.&lt;br /&gt;
::House Lyris - 200 militia, poorly trained but with a great deal of heart.&lt;br /&gt;
::House Arhyna - 100 guards (declared), rumoured to have many more, suspected to be funneling soldiers to the resistance.&lt;br /&gt;
::House Megus - 100 elite sguards, heavy on the Thaumatech&lt;br /&gt;
::House Sentonius - 200 civic militia, unarmed and used for shit duties.  Literally.&lt;br /&gt;
::House Samelrand- 5,000 guards, equivalent to a poorly equipped foot brigade, justified for work in the camps&lt;br /&gt;
::House Lentithe - 2,000 militia - declared - rumoured to be much larger due to conflict with Samelrand&lt;br /&gt;
::House Clementine - 100 elite guards, well equipped with Auroclaires&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Resistance Forces&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Legio X &amp;quot;Sum Umbra,&amp;quot; The Ghosts - 100 elite scouts, 900 militia cadre, the remnants of the Republic Army&#039;s 10th Legion, which, along with most of the army, never actually surrendered.  Nevertheless, very little remains of the original 6,000 men of the Legion.  The Ghosts have enough old republic weapons to arm 100 men, but little ammunition or replaceable power cells for them.  They also have an additional 900 cadre militia recruited since the end of the war, and armed with stolen Crusader weapons.  The core of the Ghosts all hardened veterans of the Long War, and are man for man a match for any force in the city, save perhaps the Archangeli House Guards and Alpha Company of the Lord General&#039;s Own.  Nevertheless, they will need additional men and supplies if they intend to have a larger impact on events in CZ Central.&lt;br /&gt;
&lt;br /&gt;
==Chapters==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prologue&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prologue I]]: &amp;quot;A bold young man, and a worthy enemy.&amp;quot; (Shrike, Lokar)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prologue II]]: &amp;quot;A good ship late of a bad cause.&amp;quot; (FBH, Ent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chapter 1 - The Last Dance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session I]]: &amp;quot;A glittering battlefield.&amp;quot; (Shrike, Lokar, Ent, Silence)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session II]]: &amp;quot;Truth disguised as prophecy.&amp;quot; (FBH, Lokar, Ent, Silence)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session III]] &amp;quot;My distant love, unto death.&amp;quot; (Lokar)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session IV]]: &amp;quot;As tricksome a devil as any.&amp;quot; (Shrike)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chapter 2 - Bloody Hands&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session V]]: &amp;quot;A bloody hand, and I the arm behind it.&amp;quot; (FBH, Silence)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session VI]]: &amp;quot;Useful idiots.&amp;quot; (FBH)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session VII]] &amp;quot;Zadkiel&#039;s Legacy.&amp;quot; (Ent, Shrike)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session VIII]] &amp;quot;Call of the Fox.&amp;quot;(Lokar)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session IX]] &amp;quot;Thy sword unsheathed - The battle of Scarlet Street.&amp;quot; (Lokar, FBH)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session ]] (Silence)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chapter 3 - Spark to Flame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session ]]: (Ent, Shrike)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellanea==&lt;br /&gt;
*Metatron Form:  One-liners and combat banter&lt;br /&gt;
*Liah Form:  Melee skill, emphasis on duels and &#039;honorable&#039; bladecrossing&lt;br /&gt;
*Mariel Form:  Thaumaturgy&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle]]&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Armoury&amp;diff=67246</id>
		<title>AI:L Armoury</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Armoury&amp;diff=67246"/>
		<updated>2019-05-30T00:43:20Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Small Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
&lt;br /&gt;
[[Seraphim Heartbreaker]]&lt;br /&gt;
&lt;br /&gt;
==Small Arms==&lt;br /&gt;
&lt;br /&gt;
===Jibril Small Arms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock Trion 4PS&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6, Range: 10m, recoil +2, Ammunition: 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock Trion 4PS Custom&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6+2, Range: 15m, Damage Threshold: 4, Recoil +1, Ammunition: 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightfall Arms NSL &#039;&#039;Krone&#039;&#039; &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Damage: 1d6, AP x 2, Range: 20m, Damage Threshold: 3, Recoil 0, Ammunition 3, Fully-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
The NSL &#039;&#039;Krone&#039;&#039; is a lightweight submachine pistol firing narrow flechettes from a large forward mounted magazine that gives it an overall triangular appearance.  Designed for accuracy and rate of fire, the &#039;&#039;Krone&#039;&#039; relies on shot placement rather than bullet calibre for damage.  If the skill of the user is insufficient to accomplish this, the NSL can compensate with a high rate of fire.  The narrow, high velocity flechettes are effective at penetrating light armour, and can easily be charged with additional praxis effects.  The flechette&#039;s AP effect is useless against Aura shields which also often negate additional damage thresholds, so the &#039;&#039;Krone&#039;&#039; is most useful in the hands of those who have other means to bring down an opponent&#039;s magical defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::Ammunition Rules (temporary reference)&lt;br /&gt;
:::Suppressing Fire: Standard attack action. Expend one point of Ammunition from current weapon. Roll standard attack against target AC, ignoring cover. If successful, do no damage but remove Advantage from target for every 3 points of threshold for fully automatic weapons, 4 for semi-automatic weapons, or for every 5 points of threshold for single shot weapons.&lt;br /&gt;
&lt;br /&gt;
:::Marching Fire: Standard attack action. Expend one point of Ammunition from current weapon. Gain +2 Accuracy Advantage whether the shot hits or misses. Can only be used by full-auto weapons.&lt;br /&gt;
&lt;br /&gt;
:::Rapid Fire. Standard attack action. Expend one or more points of Ammunition from current weapon, up to the weapon’s rate of fire (1 for single shot, 2 for semiautomatic, 3 for fully automatic). Add the weapons recoil to the damage threshold, and then add 1 – 3 extra d6 for each damage threshold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock 15CL&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
4d6, Range 25m, recoil +6, Ammunition: 2, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock 15CC&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3d6+4, Range 20m, recoil +4, Ammunition: 2, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angelican 2LR&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
6d6+3, Range 100m, Recoil +8, Ammunition: 1, Scope: +2, Single Shot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Republic Small Arms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion-Pillar M140&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d6, Range: 10m, Recoil +5, Ammunition: 1, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salva M52&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
4d6+4, Range: 10m, Recoil +10, Ammunition: 1, Single Shot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion-Matchless M15&amp;lt;br&amp;gt;&lt;br /&gt;
4d6, Range 25m, recoil +4, Ammunition: 3, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion-Pillar M146&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
5d6, Range 100m, Recoil +6, Ammunition: 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ZEN-Tek Small Arms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zipper Holdout Needler&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d10 Energy, AN: 5, EF:10, Range 100, Recoil +0, Ammunition: 5, Single Shot&amp;lt;br&amp;gt;&lt;br /&gt;
The Zipper is a very small personal defense pistol, used as a holdout weapon.  For this purpose the Zipper comes equipped with a mag-loaded wrist holster, which provides a +3 Quickdraw bonus to any initiative rolled before the first round of combat.  The wrist holster also serves as charger, and the Zipper will steadily recharge off the users Ether Aura when not in use.  This process usually takes an hour per point of energy, however the user can speed this along by rolling for Ether Recharge.  Doing so is not advised by ZEN-Tek, and each such roll will decrease the weapon&#039;s maximum shot capacity by 1, until the power cell is provided maintenance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markom Laser Pulse Rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
2d10 Energy, AN: 5, EF:8, Range 200, Recoil +0, Ammunition: 10, 2 Shots&amp;lt;br&amp;gt;&lt;br /&gt;
The Markom was the standard energy weapon of the Republic military.  It is rugged and easy to use, but benefits greatly from the skill of the user.  The Markom has a removable cooling sheath that significantly increases the bulk of the weapon, but reduces all overheat chances by -20%.  The greatest restriction on the continued use of the weapon is the deterioration of the mass produced energy cells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Railslide Portable Support System&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
5d6, Range 100m, recoil +1, Ammunition: 10, Fully Automatic&amp;lt;br&amp;gt;&lt;br /&gt;
The Railslide is a lightweight support weapon with the performance of a GPMG and the weight of an assault rifle.  It&#039;s 2.5mm ammunition allows a large ammo load.  The railslide does however require a turn to charge up its rails in combat before firing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straker Heavy Beam Spitter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3d10 Energy, AN: 10, EF:6, Range 200, Recoil +0, Ammunition: 10, 2 Shots or x2 AP&amp;lt;br&amp;gt;&lt;br /&gt;
The Straker is a heavy beam weapon capable of rapidly cycling for multiple shots, or firing a single powerful beam that can cut through armour.  The Straker has additional cooling coils for easy overload, and so does is at -50% to overload chances.  Due to its weight the user must have at least a Physique of 5 to carry it, and the shooter&#039;s move speed is halved on rounds in which they fire the Straker.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPIKE ATACK&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
6d6 x 3 AT, Range: 500m (Max 1km), Guidance: +3, 1 Shot&amp;lt;br&amp;gt;&lt;br /&gt;
The SPIKE Auto-Tracking Armoured Craft Killer was the standard anti armour weapon of the Republic, and a nasty surprise indeed to Crusaders during the war.  ZEN-Tek stubbonly persists in using the confusing Acronym &amp;quot;ATACK&amp;quot; for this class of weapon, which initially led to some battlefield confusion (&amp;quot;Launch the ATACK!&amp;quot;) before the Republic settled on calling them TACs.  The SPIKE uses a multispectral seeker that proved difficult to shake, and could engage beyond the practical ranges of many Jibrilite weapons.  Its use is now restricted by the shrinking quantity of serviceable missiles.  When firing the SPIKE operator must remain stationary, and must take at least one aim action before firing, and then after firing the SPIKE takes ten special actions to reload, although this can be sped up with a well trained two man crew.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kausa&#039;s Garage===&lt;br /&gt;
&#039;&#039;&#039;Explosive Gyrojet Zip Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3d6+2 damage,  range 5m, recoil 2, Ammunition 1, Semi-automatic&amp;lt;br&amp;gt;&lt;br /&gt;
This ugly, jury-rigged pistol shoots small, gyroscopically stabilized rockets which explode on impact. Truly a marvel of kobold engineering, especially considering Kausa is missing a few fingers for some reason.&lt;br /&gt;
&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocket Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shortsword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longsword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saber&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greatsword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moralltach - Sword of Great Fury&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aran&#039;s arclave, a powerful Fey artifact.  Moralltach is a long, thin curved two-handed blade edged with the tales of those the Morrigan has defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
Damage: 1d10,  Damage Threshold: 3 (2), +2 Attack Advantage, +2 Max Core Aether, +2 Max Aura&amp;lt;br&amp;gt;&lt;br /&gt;
Moralltach is a Fey arclave, and does not fold up like Jibrilite devices.  Instead it can dematerialize into the weilder&#039;s aura.  Calling it forth requires the commitment of one point of Core Aether as a free interrupt.  Reclaiming the Core Aether dematerializes the weapon.  If the Aether is spent rather than committed the sword will remain materialized until the user decides to dematerialize it again.&amp;lt;br&amp;gt;&lt;br /&gt;
By spending 1 Aether as a free interrupt the wielder may reduce the Damage Threshold of Moralltach from 3 to 2 for a round.&amp;lt;br&amp;gt;&lt;br /&gt;
By spending 3 Aether when making an attack declaration the wielder my give Moralltech APx3 and Overwhelming 1&amp;lt;br&amp;gt;&lt;br /&gt;
On a hit, Moralltach inflicts one of the following automatic wounds, of the user&#039;s choice:&amp;lt;br&amp;gt;&lt;br /&gt;
::1d6 additional fire damage for every damage die rolled (can crit)&lt;br /&gt;
::1 point of lost Aura for every damage die rolled&lt;br /&gt;
::1 point of lost Core Aether&lt;br /&gt;
&lt;br /&gt;
==Personal Protective Equipment==&lt;br /&gt;
&lt;br /&gt;
===Jibril Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusilist under shirt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
10DR, Coverage 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusilist coat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
5DR, Coverage 7&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusil Skysilk coat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
10DR, Coverage 7, Transmute Immune&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruxis 1CA Peace Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
10DR, Coverage 5, Physique rolls:-1, Aspex Praxis in helmet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruxis 2CA Crusade Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
15DR, Coverage 7, Physique rolls:-1, Aspex Praxis in helmet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruxis 3CA Crusade Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
15DR (17DR Half Energized), Physique rolls:-1, Coverage 7, Aspex Praxis in helmet, Reinforce Praxis in chest&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ZEN-Tek Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eejee Aurolectric Personal EnGlobe&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
20DR (Ranged only, Fully Energized), Coverage: 10, Activation Cost: 1 Core Ether (first activation)&amp;lt;br&amp;gt;&lt;br /&gt;
The Eejee is a wonder of ZEN-Tek science.  It achieves superior protection to all defensive spells and Praxi, and at far lower ether cost.  The device itself is an adjustable harness worn over the upper chest, usually below the clothing (ZEN-Tek even offers a comfortable sports bra version!).  The Eejee is invisible when on standby, but when active will flash as a faint sphere of light around the user.  The Eejee does have three weaknesses.  While calibrated against all ranged attacks, it provides no protection against close quarters attacks (setting the field to do so might trigger it every time the user moved).  While the Eejee provides full protection against Atomic attacks such as megabolt, if penetrated by a megabolt the generator is extremely prone to damage, and will immediately fail if -1DR or more of damage is dealt.  Finally, the field can be quickly overwhelmed by multiple attacks.  Each activation defends only against one attack (although it will defend against all shots in that attack), and each subsequent activation costs twice as much ether as the previous activation (1,2,4,8,16!. . .).  The number of activations the Eejee is allowed is pre-set by the user, and cannot be changed on the fly, sometimes leading the system to draw more power than the user is comfortable with.  Resisting this power draw is a free interrupt Aether + Ether Channel roll at DC 15.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Combat Drugs=&lt;br /&gt;
&lt;br /&gt;
Restorative drugs refill exploits&lt;br /&gt;
&lt;br /&gt;
Booster drugs increase stats&lt;br /&gt;
&lt;br /&gt;
Moment drugs grant advantage&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ranged_Combat_Traits&amp;diff=67243</id>
		<title>Ranged Combat Traits</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ranged_Combat_Traits&amp;diff=67243"/>
		<updated>2019-05-29T23:34:16Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Gunslinger&#039;&#039;&#039; (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Within 10m pistols count as melee close combat weapons as well as ranged weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m.&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 10m.&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Focus or Adrenaline to use pistol attacks as lead up or follow through actions before or after unarmed attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
::4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
::6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
::8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat. Activate as a free action.&lt;br /&gt;
::10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Draw Gunslinger&#039;&#039;&#039; (1 trait point)&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be used with pistol weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Firearms 4, Alertness 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67242</id>
		<title>AI:L Trait List</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67242"/>
		<updated>2019-05-29T22:38:27Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Combat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Combat Traits=&lt;br /&gt;
&lt;br /&gt;
Section is a work in progress.  Traits will be moved into this section as they are updated for 0.51 rules&lt;br /&gt;
&lt;br /&gt;
[[Melee Combat Traits]]&lt;br /&gt;
&lt;br /&gt;
[[Ranged Combat Traits]]&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Ancestry Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
All characters must take one Ancestry Trait to show where they come from.  In the hierarchical world the Chosen and Zenith have created this is the most important Trait for many characters and defines who they are and what they may become.&lt;br /&gt;
&lt;br /&gt;
A character can pick a second Ancestry Trait at a cost of +1 trait point as a mixed ancestry surcharge, in addition to the cost of the additional Ancestry Trait.&lt;br /&gt;
&lt;br /&gt;
==Jibrlite Traits==&lt;br /&gt;
&lt;br /&gt;
Jibrilite Pol (1 trait point) – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Noble (2 trait points) - Nobles are the leaders of the Jibril Dominions and are trained from birth to be paragons of their Chosen.  They gain a +1 bonus to five skills and +2 Core Aether.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Codex (3 trait points) – Codex heritage Jibrilites are members of the trusted Hiero Houses of the Chosen, and have access to the greatest secrets of the Chosen.  Codex Jibrilites gain +1 Aether and +4 Core Aether.  They also gain +1 to the Thaumatech skill due to a natural affinity for the magic of the Chosen.  Codex is a prerequisite for the highest level Thaumatech traits and abilities.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Construct (3 trait points) – Jibrilite Constructs are beings created through the technomagical artifice of the Chosen.  Constructs serve a variety of purposes, from vessels for the Chosen, thamatechnically modified inquisitors, to massive military constructs.  Constructs gain either: +1 to all four stats; +2 to one stat and +1 to one stat; or +3 to one stat and -1 to one stat.  As Jibrilites they get access to the Thaumatech Alpha trait for free.  Constructs must also select at least -1 in negative traits, for which they do not receive an additional trait point.&lt;br /&gt;
&lt;br /&gt;
==Zenith Empire Traits==&lt;br /&gt;
&lt;br /&gt;
Zenith Commoner – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.&lt;br /&gt;
&lt;br /&gt;
Zenith Noble&lt;br /&gt;
&lt;br /&gt;
Zenith Magus&lt;br /&gt;
&lt;br /&gt;
Elven Commoner (1 trait point) Commoners take the “Weirdling” trait for free.  Commoners suffer a -5 edge in social conflict against Nobles and a -10 edge in social conflict against Royals. Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  Elven Commoners Gain +1 Core Aether, +1 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals.  Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill.  Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Royal (3 trait points) Royals may take the “Ethereal Beauty” and “Eternal” traits for free.  Elven Royals gain +2 Aether, +5 Core Aether and +5 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
==Mikealan Traits==&lt;br /&gt;
&lt;br /&gt;
Eleutherian Plebian (1 trait point) - Plebs gain one bonus CP whenever they are awarded CP due to striving to show themselves the equal of the Patricians.  Due to the superior education of the Republic, Plebs gain a +1 bonus to five skills points.&lt;br /&gt;
&lt;br /&gt;
Eleutherian Patrician (2 trait points) – Patricians are the old noble families of the Republic.  Due to the superior education of the Republic they gain +2 bonus to five skills.  If an Eleutherian Patrician picks a Jibrilite trait they do not pay the extra 1 point surcharge for mixed ancestry.&lt;br /&gt;
&lt;br /&gt;
==Global Ancestry Traits==&lt;br /&gt;
&lt;br /&gt;
Citizen of Arth (0 trait points) – Human rebels against the established order who consider themselves freed from the old shackles.  Increasingly common among Jibrilite and Mikaelan revolutionaries, but also in some Zenith communities.  Citizen of Arth cannot be taken with any other Ancestry Trait.  New Citizens may still optionally identify with any other human Ancestry Trait to show their heritage, or if they are descended from a long line of Citizens they may identify with none at all.  Either way they take none of the bonusses or penalties.  Instead they gain one additional Trait points due to their broader understanding of the possibilities of an unbound humanity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Negative Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Negative Traits are penalties a character can take to grant themselves more trait points to spend elsewhere.  A character can start with up to five points in Negative Traits.  A character can also have these traits inflicted upon themselves over the course of play.  The cost of a negative trait is how may trait points it returns to the character.&lt;br /&gt;
&lt;br /&gt;
Short (-1 trait point): Your character is 4-5 feet tall, and suffers a -2 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
&lt;br /&gt;
Very Short (-2 trait points): Your character is 3-4 feet tall, and suffers a -4 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
&lt;br /&gt;
War Wound (-1 trait points): Your character has lingering injuries that have never fully healed. They suffer a -2 penalty to one Exploit Pool. This quirk cannot be taken if it would reduce the pool below 0. The nature of the wound should be detailed, such as a stiff leg from an arrow to the knee (-2 Adrenaline), or the shakes from mental trauma (-2 Will) or a lost eye from a bullet graze (-2 Focus). It can be upgraded to a serious war wound for double the Exploit cost, and two trait points.&lt;br /&gt;
&lt;br /&gt;
Sealed Powers (Variable): Your character must meet certain conditions before a selected trait can be used.  These conditions can be fairly straightforward such as the authorization of a superior, or the consumption of a particular substance, or they can be more esoteric such as a particular time of day, or only against a specific opponent.  The cost of this negative trait is the cost of the trait it is linked to.  This is modified by +1 for a condition that could be easily met at any time such as the permission of another party member, consuming a combat drug, only after the enemy has fired first, or inflicting a small amount of damage to themselves with a cut.  There is no modification for a moderately difficult condition such as the permission of an ally who is not always present, only after wounding or killing an opponent, only against a broad group of enemies, or only working in daylight or at nightime.  The cost is increased by -1 for a condition that would be difficult to fulfill in the course of normal play such as only activating at a certain hour of day (sunrise and twilight, high noon) or day of the week, or only against a specific individual.  Particularly difficult to meet conditions could have this increased to -2.&lt;br /&gt;
&lt;br /&gt;
Combat Drug Addiction (-1 trait point): Your character is addicted to combat drugs and must use them at least once a session or suffer a -3 penalty to all rolls in the subsequent session until they use them.  This penalty increases by 1 for each subsequent session of withdrawal until it reaches a maximum of 5 after three sessions.  Thereafter it declines at the same rate until it reaches 0 and the trait becomes dormant until combat drugs are used again.&lt;br /&gt;
&lt;br /&gt;
Etheric Flame (-1 trait point): Your character possesses an internal etheric flame that burns like a bonfire, shining brightly to all with etheric sight.  Others using Aspex or Second Sight gain a +3 to detect this character, and can do so even if the character has no aura.&lt;br /&gt;
&lt;br /&gt;
Thautech Lock (-2 trait points): Your character is locked out of all Chosen praxis, and attempting to use them triggers a damaging etheric feedback loop that inflicts the equivalent of an Etherbolt attack with no possible defense.  This is a very common trait for Elves.&lt;br /&gt;
&lt;br /&gt;
Unsettling (-1 trait point): Something is very socially &amp;quot;off&amp;quot; about this character, enough so that others will immediately notice it and become wary, hostile or seek to keep their distance.  They may be badly disfigured, be covered in gang tattoos, or just have a particularly off-putting attitude.  Because of their unsettling nature the character suffers a -3 edge to their rolls in social conflict.  This penalty does not apply to the use of one liners in short round combat, or interrogation in long round conflict, and does not affect their defensive static values.&lt;br /&gt;
&lt;br /&gt;
Anchored Chakras (-1 trait point): The character is firmly &amp;quot;anchored&amp;quot; in Apatha, so much so that they neither reach nor cross the Veil Between Worlds.  The character cannot use Veil magic of any sort, and others attempting to target them with veil magic suffer a -5 edge penalty.  This trait can only be taken by Willworkers or Thaumatechs.  It cannot be taken by those with no Etheric powers, or by Sorcerers.&lt;br /&gt;
&lt;br /&gt;
Adamant Chakras (-1 trait point): The character&#039;s form is resolutely static and resists all forms of transmutation.  The character cannot use transmutation magic of any sort, and others attempting to target them with transmutation magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
&lt;br /&gt;
Fated Chakras (-1 trait point): The character&#039;s fate marches relentlessly down the path of causality and is resistant against manipulation in space and time.  The character cannot use Continuum magic of any sort, and others attempting to target them with Continuum magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
&lt;br /&gt;
Captive Chakras (-1 trait point): The character&#039;s etheric essence is tightly contained and they emit no more Aura than any normal living being.  The character cannot use Aura magic of any sort, and others attempting to target them with Aura magic suffer a -3 edge penalty.  This trait can only be taken by Thaumatechs.  It cannot be taken in conjuction with Willwork or Sorcery.&lt;br /&gt;
&lt;br /&gt;
Wyrmfood (-3 trait points): This character&#039;s aura is of particular notice to that lie across the Veil, and there are many in Peritha who would seek to capture and consume it.  At the end of each round where the character&#039;s aura is 1 or more, roll 1d10.  On a roll of 11 or more, a creature from across the Veil has taken notice and will join the fight, attempting to capture the character and their delicious aura.  The character can avoid making this roll by spending 1 Willpower to suppress the Aura effects, so long as their Aura is no higher than their Intellect.  This trait can only be taken by Willworkers or Sorcerers.  The musty auras of Thamatechs are apparently quite bland to Perithans.&lt;br /&gt;
&lt;br /&gt;
Frail (-2 trait points): The character&#039;s body is particularly frail.  They suffer a -2 to PS per Health Level and roll at +1 to all wound effects.&lt;br /&gt;
&lt;br /&gt;
Combat Timer (-3 trait points): The character has only a limited amount of time in which they can engage in combat.  Each time the character rolls for initiative they must expend one exploit.  Which exploit this is (Adrenaline, Focus, Willpower or Core Aether) is chosen when this trait is picked and cannot be changed.  If the character cannot spend an exploit of this type they immediately drop out of combat.&lt;br /&gt;
&lt;br /&gt;
Stage fright (-1 trait points): The character is deathly afraid of speaking in public, and must spend 1 Willpower for every long round they engage in social conflict or drop out of the conflict.&lt;br /&gt;
&lt;br /&gt;
Doomed (-5 trait points): The character is doomed. The nature of this doom, whether it be a terrible prophecy, a life near its natural end, or an active death wish should be defined by the player. When the character gains enough CP to gain a Hero level they will still gain the level but then cease gaining CP and will soon die.  Once that point is reached, any attack by another character sufficient to kill them will automatically do so, at the attacker&#039;s discretion.  The attacking character will gain from 1 to 5 CP for making that death particularly dramatic or appropriate.  Aside from this, the Doomed character&#039;s death cannot be used to gain CP, Power or Fate by another character.  Can only be taken by Hero 1 or higher.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Basic Leadership (0 trait points - 1 leadership skill)&lt;br /&gt;
Targets one size bracket by default.&lt;br /&gt;
::“Commanding Shout”: 2 Advantage to expand leadership benefits.  Zero Threshold of five, granting effect over one additional size bracket per success, up to a maximum of four additional brackets (1*/3/7/15/31).&lt;br /&gt;
::“On My Target”: 4 Advantage to have allies engage the same target, gaining +2 Edge to hit per size bracket.&lt;br /&gt;
::“Take Cover”: 6 Advantage and 1 Willpower to grant a defensive reaction to ally.&lt;br /&gt;
&lt;br /&gt;
Basic Marksmanship (0 trait points - 1 firearms skill)&lt;br /&gt;
:::2 Advantage for +1d6 damage&lt;br /&gt;
:::4 Advantage for +2d6 &lt;br /&gt;
:::6 Advantage for +3d6&lt;br /&gt;
:::8 Advantage for +4d6&lt;br /&gt;
:::10 Advantage for +5d6&lt;br /&gt;
&lt;br /&gt;
Basic Grappling (0 trait points - 1 unarmed skill)&lt;br /&gt;
Standard attack Throw 1 - steal +1 Advantage per Threshold&lt;br /&gt;
:::2 Advantage to Ground - deal 1d3 damage and cost an action &lt;br /&gt;
:::4 Advantage to Throw 2 - steal +1 Advantage per Threshold and move opponent to adjacent square&lt;br /&gt;
:::6 Advantage for Flow - Set up defensive pattern to Throw 1 all attackers&lt;br /&gt;
:::8 Advantage for Throw 3 - steal +1 Advantage per Threshold and move opponent threshold steps in squares&lt;br /&gt;
:::10 Advantage for Weave - Set up defensive pattern to Ground all attackers&lt;br /&gt;
&lt;br /&gt;
“BOOM Headshot” (1 trait point): Half the Advantage cost of Shot Placement maneuvers, and add Overwhelming 1 to all Shot Placement attacks.&lt;br /&gt;
&lt;br /&gt;
Crusader Combat Training (1 trait point)&lt;br /&gt;
::“Up and down”: 2 Advantage to move 5m without triggering a Reaction&lt;br /&gt;
::“Fast Reload”: 4 Advantage to reload as a free action&lt;br /&gt;
::“Five Rounds Rapid!”: 6 Advantage when conducting rapid fire to use it at any range.&lt;br /&gt;
::“Combat Sense”: 8 Advantage to pre-empt an attack and take a Reaction shot first&lt;br /&gt;
::“Soldier’s Luck”: 10 Advantage to cancel a hit.&lt;br /&gt;
&lt;br /&gt;
“Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap.  Gain one advantage for each point of ammunition spent.&lt;br /&gt;
&lt;br /&gt;
Crusader Leadership Training (2 trait points)&lt;br /&gt;
&lt;br /&gt;
Adrenal Advantage (1 trait point): Gain one extra Advantage when spending Adrenaline for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Physique 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused Advantage (1 trait point): Gain one extra Advantage when spending Focus for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Senses 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willful Advantage (1 trait point): Gain one extra Advantage when spending Willpower for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aetheric Aura (1 trait point): Gain one extra Advantage or Aura when spending Core Aether for Advantage or Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Aether 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Magic Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
==Thaumatech Traits==&lt;br /&gt;
&lt;br /&gt;
Thaumatech Alpha Access (1 trait points): Thaumatech Alpha Access is the basic ability to use and program Thaumatech praxi.  It is not required to operate most Thaumatech machines, but can be required to maintain them and can be used to override or control them.  This ability is mostly based on genetic encoding and some basic training.  Because the Alpha level Thaumatech safeties can be breached with little effort, it can also be purchased by any character, however it is free for Jibrilites.&lt;br /&gt;
Prerequisites: Skill: Thaumatech 1&lt;br /&gt;
&lt;br /&gt;
Thaumatech Gamma Access (2 trait points): Thaumatech Gamma Access allows advanced praxis programming, including the construction and modification of new spells.  It has historically been the province only of the privileged elite of the Jibrilite Dominions.  This trait can only be taken by Jibrilites due to the safeties involved in the praxi, however these safeties can be overcome with certain quirks.&lt;br /&gt;
Prerequisites: Hero Level: 1, Skill: Thaumatech 5, Trait: Alpha Access, Quirk: Jibrilite Nobles, Codex, Library, Tinker, or Abomination&lt;br /&gt;
&lt;br /&gt;
Thaumatech Zeta Access (3 trait points): Thaumatech Zeta Access allows Chosen level administrator access to various praxi, and its use is highly restricted to the most senior levels of the church hierarchy.  This trait can only be taken by Jibrilites due to the safeties involved in the praxis.  There are continual rumours that a handful of non Jibrilites have managed to crack these safeties, however since the most recent of these involves a mad Kobold thaumatek these are not considered credible.&lt;br /&gt;
Prerequisites: Hero Level: 3, Skill: Thaumatech 8, Trait: Alpha Access, Quirk: Jibrilite Codex, or Abomination&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior.  Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of Solo Praxis.&lt;br /&gt;
Prerequisites: Hero Level: 2, Quirk: Jibrilite Construct, Codex&lt;br /&gt;
&lt;br /&gt;
=Possible Character Traits=&lt;br /&gt;
&lt;br /&gt;
==Jonas Related Traits==&lt;br /&gt;
&lt;br /&gt;
Physical Conditioning (1 trait point): You gain +5 maximum Physical Stress to every health level, and -1 to lingering wound rolls.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 3&lt;br /&gt;
&lt;br /&gt;
Perseverance (1 trait point): You gain an extra Health Level.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 4&lt;br /&gt;
&lt;br /&gt;
Pumped/Focused/Willful/Aetheric (1 trait point): +1 to one Exploit pool.  Can be taken multiple times.  Exploit pool cannot exceed double the stat value.&lt;br /&gt;
&lt;br /&gt;
Orator (2 trait points) Access to the Oratory conversation options&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Conversation 4&lt;br /&gt;
&lt;br /&gt;
Diva (3 trait points) Gain 1 Willpower after succeeding in a Social Action against a large audience.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 3&lt;br /&gt;
&lt;br /&gt;
Rhetorical Recovery (2 trait points): Cancel one point of vibe immediately after it is inflicted by spending 1 Willpower as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 5&lt;br /&gt;
&lt;br /&gt;
Republic Weapons Training (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Firearms 2&lt;br /&gt;
&lt;br /&gt;
Republic Officer Training (3 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Leadership 3&lt;br /&gt;
&lt;br /&gt;
Guerilla (1 trait point): Access to the Guerilla tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Tactics 3&lt;br /&gt;
&lt;br /&gt;
Chessmaster (3 trait points): Access to the Chessmaster tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Planned Support&amp;quot;: 2 Advantage to make a supporting roll as a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Tactics 5&lt;br /&gt;
&lt;br /&gt;
TrackIron Operator (1 trait point): Ability to operate TrackIrons without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AutoGear Operator (2 trait points): Ability to operate AutoGears without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tank Hunter (1 trait point): Access to the Tank Hunter Weapon System combat options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Weapon Systems 3&lt;br /&gt;
&lt;br /&gt;
Merciless (1 trait point): Gain +1 Advantage for hitting exposed targets.  Gain an additional +1 advantage for killing or incapacitating them.&lt;br /&gt;
&lt;br /&gt;
==Aran Related Traits==&lt;br /&gt;
&lt;br /&gt;
Ethereal Beauty (1 trait point): +3 to all Graces rolls, and all Graces based social successes are considered one level higher.&lt;br /&gt;
Prerequisite: Elf, or Physique or Intellect of 5&lt;br /&gt;
&lt;br /&gt;
Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions.&lt;br /&gt;
Prerequisite: Physique of Intellect of 5&lt;br /&gt;
 &lt;br /&gt;
Magi Aspirant (1 trait point): Magi Aspirant is the entry level into the Zenith style of Willwork, common across Heylel and Rafaela.  It provides access to the bronze circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Skill: Willwork 1&lt;br /&gt;
&lt;br /&gt;
Magi Adept (2 trait points):  Magi Aspirant is the journeyman level of the Zenith style of Willwork.  It provides access to the silver circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 1, Skill: Willwork 3&lt;br /&gt;
&lt;br /&gt;
Magi Master (3 trait points):  Magi Master is the highest commonly attained level of the Zenith style of Willwork.  It provides access to the gold circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 2, Skill: Willwork 5&lt;br /&gt;
&lt;br /&gt;
Zenith Bayonet Training (1 trait point):&lt;br /&gt;
&lt;br /&gt;
Elven Fencing Style (2 trait points): Elven sword and magic combat options&lt;br /&gt;
Prerequisites: Melee 3, Elf or Elven Circles&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options&lt;br /&gt;
Prerequisites: Hero 2, Skill: Melee 6&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Combat Magi (3 trait points): Zenith combat spell options&lt;br /&gt;
Prerequisites: Hero 2, Trait: Magi Adept&lt;br /&gt;
&lt;br /&gt;
Elven Glamour Magic (2 trait points): Tricksy elven foolery options&lt;br /&gt;
Prerequisites: Elf or Elven Circles, Trait: Magi Aspirant&lt;br /&gt;
&lt;br /&gt;
Night Court Doom Magic (5 trait points): OP elven doomspell BS options&lt;br /&gt;
Prerequisites: Hero 3, Trait: Magi Master&lt;br /&gt;
&lt;br /&gt;
Aint Got Time to Bleed! (3 trait points): Gain 1 Adrenaline at the end of any combat round in which you were wounded.&lt;br /&gt;
Prerequisites: Hero 1, Physique 3&lt;br /&gt;
&lt;br /&gt;
Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Physique 5&lt;br /&gt;
&lt;br /&gt;
==Alice Related Traits==&lt;br /&gt;
&lt;br /&gt;
Basic Strikes (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::For every 2 Advantage: Reduce Physical Factor by +1 for one round.&lt;br /&gt;
&lt;br /&gt;
Basic Throws (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Sweep,&amp;quot; Attempt advantage transfer.&lt;br /&gt;
::4 Advantage: &amp;quot;Ground,&amp;quot; cost target their next action with a successful attack.&lt;br /&gt;
::6 Advantage: &amp;quot;Fling,&amp;quot; Throw target 5m, including into another person.  Grounds if athletics check failed.&lt;br /&gt;
::8 Advantage: &amp;quot;Fling,&amp;quot; Throw target 10m.&lt;br /&gt;
::10 Advantage: &amp;quot;Fling,&amp;quot; Throw target 15m.&lt;br /&gt;
&lt;br /&gt;
Basic Grapples (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Pin&amp;quot; Immobilize a character on the ground&lt;br /&gt;
::4 Advantage: &amp;quot;Hold&amp;quot; Immobilize a character while standing&lt;br /&gt;
::6 Advantage: &amp;quot;Joint Lock&amp;quot; cost opponent one HL if they take an action&lt;br /&gt;
::8 Advantage: &amp;quot;Joint Break&amp;quot; cost opponent one HL.&lt;br /&gt;
::10 Advantage: &amp;quot;Submission&amp;quot; incapacitate an opponent if they fail an Athletics check.&lt;br /&gt;
&lt;br /&gt;
Close Combat Gunslinger (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Within 10m pistols count as melee close combat weapons as well as ranged weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Focus to use pistol attacks as lead up or follow through actions after strikes or grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
::4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
::6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
::8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat.  Activate as a free action.&lt;br /&gt;
::10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
Quick Draw Gunslinger: (1 trait point)&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be used with pistol weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
Prerequisites: Firearms 4, Alertness 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two Handed Gunslinger (2 trait points)&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4&lt;br /&gt;
&lt;br /&gt;
Alpha Logitike (1 trait point): Jibrilite non-combat willwork spells, or &amp;quot;Lotek Praxi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Omega Logitike (1 trait point): Jibrilite combat Lotek Praxi.&lt;br /&gt;
&lt;br /&gt;
Omega Crucible (2 trait points): Jibrilite Crusader magical martial art focusing on the use of transmutation to deliver powerful strikes&lt;br /&gt;
Can change Combat Advantage to Aura as a free action, raising Aura by as much as the character&#039;s Aether attribute.&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Core Aether to follow through on any close combat strike with an Etheric Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Omega Logitike&lt;br /&gt;
&lt;br /&gt;
Gun Fu (2 trait points): You can roll Senses + Firearms to &amp;quot;block&amp;quot; firearms attacks made at close combat ranges as a normal reaction.  By spending one Focus you can also do this at all ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Hero 1, Close Combat Gunslinger&lt;br /&gt;
&lt;br /&gt;
==Chrysanth Related Traits==&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior. Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of integrated Solo Praxis.  Because they are integrated into the Solonarch&#039;s body, Solinarch Solo Praxis are used with Aether + Aether Channel rather than Intellect + Thaumatech.  A Solinarch may choose five Solo Praxis to be slotted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Flow like Water&amp;quot; (1 trait point): Gain one extra Advantage from successful throws.&lt;br /&gt;
&lt;br /&gt;
Mantle of the Chosen (1 trait point): Gain +5 edge in social conflict with Jibrilites who hold a positive or neutral view of the Chosen.  Suffer a -5 edge penalty in social conflict with Jibrilites who hold a negative view of the Chosen.&lt;br /&gt;
&lt;br /&gt;
Graviton Master (2 trait points): Manipulate gravity waves with a touch.&lt;br /&gt;
::Spend Willpower for Advantage in addition to Adrenaline&lt;br /&gt;
::Spend Willpower for follow-through on any successful unarmed attack&lt;br /&gt;
::Increase ground and throw damage to 1d6, affected by threshold multiplier&lt;br /&gt;
::Pin with 1d6 Physique DC, affected by threshold multiplier&lt;br /&gt;
::Reduce threshold by +1 per 5 Intellect + Thaumatech&lt;br /&gt;
&lt;br /&gt;
==Gregorio Related Traits==&lt;br /&gt;
&lt;br /&gt;
Mad Scientist (??? trait points): Just like an evil villain makes a monologue for this dastardly plan, so too will a mad scientist babble his work to no one in particular about his craft. Doing so will make you sound disturbed to any listening, but the +1 to your Willpower when you commit makes it worthwhile.&lt;br /&gt;
&lt;br /&gt;
Psyche (1 Trait points): Natural telepathic ability, including the ability to switch teletex routers and establish mind to mind connections.  This ability still requires the target possess a teletex or logotex, but allows the Psyche to overcome the usual routing restrictions.&lt;br /&gt;
&lt;br /&gt;
Unbound Psyche (3 Trait points): The ability to use telepathy without a teletex.&lt;br /&gt;
&lt;br /&gt;
Coded Autoclaire Operator (1 Trait point): Use Intellect + Thaumatech to create semi-autonomous praxis macros to operate an Autoclaire.&lt;br /&gt;
&lt;br /&gt;
Synergent Autoclaire Operator (2 Trait points): Pilot an Autoclaire using combat initiative and personal stats lile Physique + Athletics or Senses + Firearms&lt;br /&gt;
&lt;br /&gt;
Integrant Autoclaire Operator (3 Trait points): Pilot an Autoclaire with magic initiative and Aether + Aether Channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67241</id>
		<title>AI:L Trait List</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67241"/>
		<updated>2019-05-29T22:37:47Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Combat Traits=&lt;br /&gt;
[[Melee Combat Traits]]&lt;br /&gt;
&lt;br /&gt;
[[Ranged Combat Traits]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Ancestry Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
All characters must take one Ancestry Trait to show where they come from.  In the hierarchical world the Chosen and Zenith have created this is the most important Trait for many characters and defines who they are and what they may become.&lt;br /&gt;
&lt;br /&gt;
A character can pick a second Ancestry Trait at a cost of +1 trait point as a mixed ancestry surcharge, in addition to the cost of the additional Ancestry Trait.&lt;br /&gt;
&lt;br /&gt;
==Jibrlite Traits==&lt;br /&gt;
&lt;br /&gt;
Jibrilite Pol (1 trait point) – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Noble (2 trait points) - Nobles are the leaders of the Jibril Dominions and are trained from birth to be paragons of their Chosen.  They gain a +1 bonus to five skills and +2 Core Aether.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Codex (3 trait points) – Codex heritage Jibrilites are members of the trusted Hiero Houses of the Chosen, and have access to the greatest secrets of the Chosen.  Codex Jibrilites gain +1 Aether and +4 Core Aether.  They also gain +1 to the Thaumatech skill due to a natural affinity for the magic of the Chosen.  Codex is a prerequisite for the highest level Thaumatech traits and abilities.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Construct (3 trait points) – Jibrilite Constructs are beings created through the technomagical artifice of the Chosen.  Constructs serve a variety of purposes, from vessels for the Chosen, thamatechnically modified inquisitors, to massive military constructs.  Constructs gain either: +1 to all four stats; +2 to one stat and +1 to one stat; or +3 to one stat and -1 to one stat.  As Jibrilites they get access to the Thaumatech Alpha trait for free.  Constructs must also select at least -1 in negative traits, for which they do not receive an additional trait point.&lt;br /&gt;
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==Zenith Empire Traits==&lt;br /&gt;
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Zenith Commoner – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.&lt;br /&gt;
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Zenith Noble&lt;br /&gt;
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Zenith Magus&lt;br /&gt;
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Elven Commoner (1 trait point) Commoners take the “Weirdling” trait for free.  Commoners suffer a -5 edge in social conflict against Nobles and a -10 edge in social conflict against Royals. Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  Elven Commoners Gain +1 Core Aether, +1 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals.  Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill.  Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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Elven Royal (3 trait points) Royals may take the “Ethereal Beauty” and “Eternal” traits for free.  Elven Royals gain +2 Aether, +5 Core Aether and +5 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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==Mikealan Traits==&lt;br /&gt;
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Eleutherian Plebian (1 trait point) - Plebs gain one bonus CP whenever they are awarded CP due to striving to show themselves the equal of the Patricians.  Due to the superior education of the Republic, Plebs gain a +1 bonus to five skills points.&lt;br /&gt;
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Eleutherian Patrician (2 trait points) – Patricians are the old noble families of the Republic.  Due to the superior education of the Republic they gain +2 bonus to five skills.  If an Eleutherian Patrician picks a Jibrilite trait they do not pay the extra 1 point surcharge for mixed ancestry.&lt;br /&gt;
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==Global Ancestry Traits==&lt;br /&gt;
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Citizen of Arth (0 trait points) – Human rebels against the established order who consider themselves freed from the old shackles.  Increasingly common among Jibrilite and Mikaelan revolutionaries, but also in some Zenith communities.  Citizen of Arth cannot be taken with any other Ancestry Trait.  New Citizens may still optionally identify with any other human Ancestry Trait to show their heritage, or if they are descended from a long line of Citizens they may identify with none at all.  Either way they take none of the bonusses or penalties.  Instead they gain one additional Trait points due to their broader understanding of the possibilities of an unbound humanity.&lt;br /&gt;
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=&#039;&#039;&#039;Negative Traits&#039;&#039;&#039;=&lt;br /&gt;
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Negative Traits are penalties a character can take to grant themselves more trait points to spend elsewhere.  A character can start with up to five points in Negative Traits.  A character can also have these traits inflicted upon themselves over the course of play.  The cost of a negative trait is how may trait points it returns to the character.&lt;br /&gt;
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Short (-1 trait point): Your character is 4-5 feet tall, and suffers a -2 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
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Very Short (-2 trait points): Your character is 3-4 feet tall, and suffers a -4 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
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War Wound (-1 trait points): Your character has lingering injuries that have never fully healed. They suffer a -2 penalty to one Exploit Pool. This quirk cannot be taken if it would reduce the pool below 0. The nature of the wound should be detailed, such as a stiff leg from an arrow to the knee (-2 Adrenaline), or the shakes from mental trauma (-2 Will) or a lost eye from a bullet graze (-2 Focus). It can be upgraded to a serious war wound for double the Exploit cost, and two trait points.&lt;br /&gt;
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Sealed Powers (Variable): Your character must meet certain conditions before a selected trait can be used.  These conditions can be fairly straightforward such as the authorization of a superior, or the consumption of a particular substance, or they can be more esoteric such as a particular time of day, or only against a specific opponent.  The cost of this negative trait is the cost of the trait it is linked to.  This is modified by +1 for a condition that could be easily met at any time such as the permission of another party member, consuming a combat drug, only after the enemy has fired first, or inflicting a small amount of damage to themselves with a cut.  There is no modification for a moderately difficult condition such as the permission of an ally who is not always present, only after wounding or killing an opponent, only against a broad group of enemies, or only working in daylight or at nightime.  The cost is increased by -1 for a condition that would be difficult to fulfill in the course of normal play such as only activating at a certain hour of day (sunrise and twilight, high noon) or day of the week, or only against a specific individual.  Particularly difficult to meet conditions could have this increased to -2.&lt;br /&gt;
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Combat Drug Addiction (-1 trait point): Your character is addicted to combat drugs and must use them at least once a session or suffer a -3 penalty to all rolls in the subsequent session until they use them.  This penalty increases by 1 for each subsequent session of withdrawal until it reaches a maximum of 5 after three sessions.  Thereafter it declines at the same rate until it reaches 0 and the trait becomes dormant until combat drugs are used again.&lt;br /&gt;
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Etheric Flame (-1 trait point): Your character possesses an internal etheric flame that burns like a bonfire, shining brightly to all with etheric sight.  Others using Aspex or Second Sight gain a +3 to detect this character, and can do so even if the character has no aura.&lt;br /&gt;
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Thautech Lock (-2 trait points): Your character is locked out of all Chosen praxis, and attempting to use them triggers a damaging etheric feedback loop that inflicts the equivalent of an Etherbolt attack with no possible defense.  This is a very common trait for Elves.&lt;br /&gt;
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Unsettling (-1 trait point): Something is very socially &amp;quot;off&amp;quot; about this character, enough so that others will immediately notice it and become wary, hostile or seek to keep their distance.  They may be badly disfigured, be covered in gang tattoos, or just have a particularly off-putting attitude.  Because of their unsettling nature the character suffers a -3 edge to their rolls in social conflict.  This penalty does not apply to the use of one liners in short round combat, or interrogation in long round conflict, and does not affect their defensive static values.&lt;br /&gt;
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Anchored Chakras (-1 trait point): The character is firmly &amp;quot;anchored&amp;quot; in Apatha, so much so that they neither reach nor cross the Veil Between Worlds.  The character cannot use Veil magic of any sort, and others attempting to target them with veil magic suffer a -5 edge penalty.  This trait can only be taken by Willworkers or Thaumatechs.  It cannot be taken by those with no Etheric powers, or by Sorcerers.&lt;br /&gt;
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Adamant Chakras (-1 trait point): The character&#039;s form is resolutely static and resists all forms of transmutation.  The character cannot use transmutation magic of any sort, and others attempting to target them with transmutation magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Fated Chakras (-1 trait point): The character&#039;s fate marches relentlessly down the path of causality and is resistant against manipulation in space and time.  The character cannot use Continuum magic of any sort, and others attempting to target them with Continuum magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Captive Chakras (-1 trait point): The character&#039;s etheric essence is tightly contained and they emit no more Aura than any normal living being.  The character cannot use Aura magic of any sort, and others attempting to target them with Aura magic suffer a -3 edge penalty.  This trait can only be taken by Thaumatechs.  It cannot be taken in conjuction with Willwork or Sorcery.&lt;br /&gt;
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Wyrmfood (-3 trait points): This character&#039;s aura is of particular notice to that lie across the Veil, and there are many in Peritha who would seek to capture and consume it.  At the end of each round where the character&#039;s aura is 1 or more, roll 1d10.  On a roll of 11 or more, a creature from across the Veil has taken notice and will join the fight, attempting to capture the character and their delicious aura.  The character can avoid making this roll by spending 1 Willpower to suppress the Aura effects, so long as their Aura is no higher than their Intellect.  This trait can only be taken by Willworkers or Sorcerers.  The musty auras of Thamatechs are apparently quite bland to Perithans.&lt;br /&gt;
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Frail (-2 trait points): The character&#039;s body is particularly frail.  They suffer a -2 to PS per Health Level and roll at +1 to all wound effects.&lt;br /&gt;
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Combat Timer (-3 trait points): The character has only a limited amount of time in which they can engage in combat.  Each time the character rolls for initiative they must expend one exploit.  Which exploit this is (Adrenaline, Focus, Willpower or Core Aether) is chosen when this trait is picked and cannot be changed.  If the character cannot spend an exploit of this type they immediately drop out of combat.&lt;br /&gt;
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Stage fright (-1 trait points): The character is deathly afraid of speaking in public, and must spend 1 Willpower for every long round they engage in social conflict or drop out of the conflict.&lt;br /&gt;
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Doomed (-5 trait points): The character is doomed. The nature of this doom, whether it be a terrible prophecy, a life near its natural end, or an active death wish should be defined by the player. When the character gains enough CP to gain a Hero level they will still gain the level but then cease gaining CP and will soon die.  Once that point is reached, any attack by another character sufficient to kill them will automatically do so, at the attacker&#039;s discretion.  The attacking character will gain from 1 to 5 CP for making that death particularly dramatic or appropriate.  Aside from this, the Doomed character&#039;s death cannot be used to gain CP, Power or Fate by another character.  Can only be taken by Hero 1 or higher.&lt;br /&gt;
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=&#039;&#039;&#039;Combat Traits&#039;&#039;&#039;=&lt;br /&gt;
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Basic Leadership (0 trait points - 1 leadership skill)&lt;br /&gt;
Targets one size bracket by default.&lt;br /&gt;
::“Commanding Shout”: 2 Advantage to expand leadership benefits.  Zero Threshold of five, granting effect over one additional size bracket per success, up to a maximum of four additional brackets (1*/3/7/15/31).&lt;br /&gt;
::“On My Target”: 4 Advantage to have allies engage the same target, gaining +2 Edge to hit per size bracket.&lt;br /&gt;
::“Take Cover”: 6 Advantage and 1 Willpower to grant a defensive reaction to ally.&lt;br /&gt;
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Basic Marksmanship (0 trait points - 1 firearms skill)&lt;br /&gt;
:::2 Advantage for +1d6 damage&lt;br /&gt;
:::4 Advantage for +2d6 &lt;br /&gt;
:::6 Advantage for +3d6&lt;br /&gt;
:::8 Advantage for +4d6&lt;br /&gt;
:::10 Advantage for +5d6&lt;br /&gt;
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Basic Grappling (0 trait points - 1 unarmed skill)&lt;br /&gt;
Standard attack Throw 1 - steal +1 Advantage per Threshold&lt;br /&gt;
:::2 Advantage to Ground - deal 1d3 damage and cost an action &lt;br /&gt;
:::4 Advantage to Throw 2 - steal +1 Advantage per Threshold and move opponent to adjacent square&lt;br /&gt;
:::6 Advantage for Flow - Set up defensive pattern to Throw 1 all attackers&lt;br /&gt;
:::8 Advantage for Throw 3 - steal +1 Advantage per Threshold and move opponent threshold steps in squares&lt;br /&gt;
:::10 Advantage for Weave - Set up defensive pattern to Ground all attackers&lt;br /&gt;
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“BOOM Headshot” (1 trait point): Half the Advantage cost of Shot Placement maneuvers, and add Overwhelming 1 to all Shot Placement attacks.&lt;br /&gt;
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Crusader Combat Training (1 trait point)&lt;br /&gt;
::“Up and down”: 2 Advantage to move 5m without triggering a Reaction&lt;br /&gt;
::“Fast Reload”: 4 Advantage to reload as a free action&lt;br /&gt;
::“Five Rounds Rapid!”: 6 Advantage when conducting rapid fire to use it at any range.&lt;br /&gt;
::“Combat Sense”: 8 Advantage to pre-empt an attack and take a Reaction shot first&lt;br /&gt;
::“Soldier’s Luck”: 10 Advantage to cancel a hit.&lt;br /&gt;
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“Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap.  Gain one advantage for each point of ammunition spent.&lt;br /&gt;
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Crusader Leadership Training (2 trait points)&lt;br /&gt;
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Adrenal Advantage (1 trait point): Gain one extra Advantage when spending Adrenaline for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Physique 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Focused Advantage (1 trait point): Gain one extra Advantage when spending Focus for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Senses 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Willful Advantage (1 trait point): Gain one extra Advantage when spending Willpower for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Aetheric Aura (1 trait point): Gain one extra Advantage or Aura when spending Core Aether for Advantage or Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Aether 4&amp;lt;br&amp;gt;&lt;br /&gt;
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=&#039;&#039;&#039;Magic Traits&#039;&#039;&#039;=&lt;br /&gt;
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==Thaumatech Traits==&lt;br /&gt;
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Thaumatech Alpha Access (1 trait points): Thaumatech Alpha Access is the basic ability to use and program Thaumatech praxi.  It is not required to operate most Thaumatech machines, but can be required to maintain them and can be used to override or control them.  This ability is mostly based on genetic encoding and some basic training.  Because the Alpha level Thaumatech safeties can be breached with little effort, it can also be purchased by any character, however it is free for Jibrilites.&lt;br /&gt;
Prerequisites: Skill: Thaumatech 1&lt;br /&gt;
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Thaumatech Gamma Access (2 trait points): Thaumatech Gamma Access allows advanced praxis programming, including the construction and modification of new spells.  It has historically been the province only of the privileged elite of the Jibrilite Dominions.  This trait can only be taken by Jibrilites due to the safeties involved in the praxi, however these safeties can be overcome with certain quirks.&lt;br /&gt;
Prerequisites: Hero Level: 1, Skill: Thaumatech 5, Trait: Alpha Access, Quirk: Jibrilite Nobles, Codex, Library, Tinker, or Abomination&lt;br /&gt;
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Thaumatech Zeta Access (3 trait points): Thaumatech Zeta Access allows Chosen level administrator access to various praxi, and its use is highly restricted to the most senior levels of the church hierarchy.  This trait can only be taken by Jibrilites due to the safeties involved in the praxis.  There are continual rumours that a handful of non Jibrilites have managed to crack these safeties, however since the most recent of these involves a mad Kobold thaumatek these are not considered credible.&lt;br /&gt;
Prerequisites: Hero Level: 3, Skill: Thaumatech 8, Trait: Alpha Access, Quirk: Jibrilite Codex, or Abomination&lt;br /&gt;
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Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior.  Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of Solo Praxis.&lt;br /&gt;
Prerequisites: Hero Level: 2, Quirk: Jibrilite Construct, Codex&lt;br /&gt;
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=Possible Character Traits=&lt;br /&gt;
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==Jonas Related Traits==&lt;br /&gt;
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Physical Conditioning (1 trait point): You gain +5 maximum Physical Stress to every health level, and -1 to lingering wound rolls.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 3&lt;br /&gt;
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Perseverance (1 trait point): You gain an extra Health Level.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 4&lt;br /&gt;
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Pumped/Focused/Willful/Aetheric (1 trait point): +1 to one Exploit pool.  Can be taken multiple times.  Exploit pool cannot exceed double the stat value.&lt;br /&gt;
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Orator (2 trait points) Access to the Oratory conversation options&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Conversation 4&lt;br /&gt;
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Diva (3 trait points) Gain 1 Willpower after succeeding in a Social Action against a large audience.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 3&lt;br /&gt;
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Rhetorical Recovery (2 trait points): Cancel one point of vibe immediately after it is inflicted by spending 1 Willpower as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 5&lt;br /&gt;
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Republic Weapons Training (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Firearms 2&lt;br /&gt;
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Republic Officer Training (3 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Leadership 3&lt;br /&gt;
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Guerilla (1 trait point): Access to the Guerilla tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Tactics 3&lt;br /&gt;
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Chessmaster (3 trait points): Access to the Chessmaster tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Planned Support&amp;quot;: 2 Advantage to make a supporting roll as a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Tactics 5&lt;br /&gt;
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TrackIron Operator (1 trait point): Ability to operate TrackIrons without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
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AutoGear Operator (2 trait points): Ability to operate AutoGears without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
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Tank Hunter (1 trait point): Access to the Tank Hunter Weapon System combat options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Weapon Systems 3&lt;br /&gt;
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Merciless (1 trait point): Gain +1 Advantage for hitting exposed targets.  Gain an additional +1 advantage for killing or incapacitating them.&lt;br /&gt;
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==Aran Related Traits==&lt;br /&gt;
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Ethereal Beauty (1 trait point): +3 to all Graces rolls, and all Graces based social successes are considered one level higher.&lt;br /&gt;
Prerequisite: Elf, or Physique or Intellect of 5&lt;br /&gt;
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Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions.&lt;br /&gt;
Prerequisite: Physique of Intellect of 5&lt;br /&gt;
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Magi Aspirant (1 trait point): Magi Aspirant is the entry level into the Zenith style of Willwork, common across Heylel and Rafaela.  It provides access to the bronze circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Skill: Willwork 1&lt;br /&gt;
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Magi Adept (2 trait points):  Magi Aspirant is the journeyman level of the Zenith style of Willwork.  It provides access to the silver circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 1, Skill: Willwork 3&lt;br /&gt;
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Magi Master (3 trait points):  Magi Master is the highest commonly attained level of the Zenith style of Willwork.  It provides access to the gold circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 2, Skill: Willwork 5&lt;br /&gt;
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Zenith Bayonet Training (1 trait point):&lt;br /&gt;
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Elven Fencing Style (2 trait points): Elven sword and magic combat options&lt;br /&gt;
Prerequisites: Melee 3, Elf or Elven Circles&lt;br /&gt;
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Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options&lt;br /&gt;
Prerequisites: Hero 2, Skill: Melee 6&lt;br /&gt;
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Zenith Knight Combat Magi (3 trait points): Zenith combat spell options&lt;br /&gt;
Prerequisites: Hero 2, Trait: Magi Adept&lt;br /&gt;
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Elven Glamour Magic (2 trait points): Tricksy elven foolery options&lt;br /&gt;
Prerequisites: Elf or Elven Circles, Trait: Magi Aspirant&lt;br /&gt;
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Night Court Doom Magic (5 trait points): OP elven doomspell BS options&lt;br /&gt;
Prerequisites: Hero 3, Trait: Magi Master&lt;br /&gt;
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Aint Got Time to Bleed! (3 trait points): Gain 1 Adrenaline at the end of any combat round in which you were wounded.&lt;br /&gt;
Prerequisites: Hero 1, Physique 3&lt;br /&gt;
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Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Physique 5&lt;br /&gt;
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==Alice Related Traits==&lt;br /&gt;
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Basic Strikes (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::For every 2 Advantage: Reduce Physical Factor by +1 for one round.&lt;br /&gt;
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Basic Throws (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Sweep,&amp;quot; Attempt advantage transfer.&lt;br /&gt;
::4 Advantage: &amp;quot;Ground,&amp;quot; cost target their next action with a successful attack.&lt;br /&gt;
::6 Advantage: &amp;quot;Fling,&amp;quot; Throw target 5m, including into another person.  Grounds if athletics check failed.&lt;br /&gt;
::8 Advantage: &amp;quot;Fling,&amp;quot; Throw target 10m.&lt;br /&gt;
::10 Advantage: &amp;quot;Fling,&amp;quot; Throw target 15m.&lt;br /&gt;
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Basic Grapples (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Pin&amp;quot; Immobilize a character on the ground&lt;br /&gt;
::4 Advantage: &amp;quot;Hold&amp;quot; Immobilize a character while standing&lt;br /&gt;
::6 Advantage: &amp;quot;Joint Lock&amp;quot; cost opponent one HL if they take an action&lt;br /&gt;
::8 Advantage: &amp;quot;Joint Break&amp;quot; cost opponent one HL.&lt;br /&gt;
::10 Advantage: &amp;quot;Submission&amp;quot; incapacitate an opponent if they fail an Athletics check.&lt;br /&gt;
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Close Combat Gunslinger (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Within 10m pistols count as melee close combat weapons as well as ranged weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Focus to use pistol attacks as lead up or follow through actions after strikes or grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
::4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
::6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
::8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat.  Activate as a free action.&lt;br /&gt;
::10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
Quick Draw Gunslinger: (1 trait point)&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be used with pistol weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
Prerequisites: Firearms 4, Alertness 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two Handed Gunslinger (2 trait points)&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4&lt;br /&gt;
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Alpha Logitike (1 trait point): Jibrilite non-combat willwork spells, or &amp;quot;Lotek Praxi.&amp;quot;&lt;br /&gt;
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Omega Logitike (1 trait point): Jibrilite combat Lotek Praxi.&lt;br /&gt;
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Omega Crucible (2 trait points): Jibrilite Crusader magical martial art focusing on the use of transmutation to deliver powerful strikes&lt;br /&gt;
Can change Combat Advantage to Aura as a free action, raising Aura by as much as the character&#039;s Aether attribute.&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Core Aether to follow through on any close combat strike with an Etheric Action.&amp;lt;br&amp;gt;&lt;br /&gt;
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Prerequisite: Omega Logitike&lt;br /&gt;
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Gun Fu (2 trait points): You can roll Senses + Firearms to &amp;quot;block&amp;quot; firearms attacks made at close combat ranges as a normal reaction.  By spending one Focus you can also do this at all ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Hero 1, Close Combat Gunslinger&lt;br /&gt;
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==Chrysanth Related Traits==&lt;br /&gt;
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Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior. Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of integrated Solo Praxis.  Because they are integrated into the Solonarch&#039;s body, Solinarch Solo Praxis are used with Aether + Aether Channel rather than Intellect + Thaumatech.  A Solinarch may choose five Solo Praxis to be slotted.&lt;br /&gt;
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&amp;quot;Flow like Water&amp;quot; (1 trait point): Gain one extra Advantage from successful throws.&lt;br /&gt;
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Mantle of the Chosen (1 trait point): Gain +5 edge in social conflict with Jibrilites who hold a positive or neutral view of the Chosen.  Suffer a -5 edge penalty in social conflict with Jibrilites who hold a negative view of the Chosen.&lt;br /&gt;
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Graviton Master (2 trait points): Manipulate gravity waves with a touch.&lt;br /&gt;
::Spend Willpower for Advantage in addition to Adrenaline&lt;br /&gt;
::Spend Willpower for follow-through on any successful unarmed attack&lt;br /&gt;
::Increase ground and throw damage to 1d6, affected by threshold multiplier&lt;br /&gt;
::Pin with 1d6 Physique DC, affected by threshold multiplier&lt;br /&gt;
::Reduce threshold by +1 per 5 Intellect + Thaumatech&lt;br /&gt;
&lt;br /&gt;
==Gregorio Related Traits==&lt;br /&gt;
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Mad Scientist (??? trait points): Just like an evil villain makes a monologue for this dastardly plan, so too will a mad scientist babble his work to no one in particular about his craft. Doing so will make you sound disturbed to any listening, but the +1 to your Willpower when you commit makes it worthwhile.&lt;br /&gt;
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Psyche (1 Trait points): Natural telepathic ability, including the ability to switch teletex routers and establish mind to mind connections.  This ability still requires the target possess a teletex or logotex, but allows the Psyche to overcome the usual routing restrictions.&lt;br /&gt;
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Unbound Psyche (3 Trait points): The ability to use telepathy without a teletex.&lt;br /&gt;
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Coded Autoclaire Operator (1 Trait point): Use Intellect + Thaumatech to create semi-autonomous praxis macros to operate an Autoclaire.&lt;br /&gt;
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Synergent Autoclaire Operator (2 Trait points): Pilot an Autoclaire using combat initiative and personal stats lile Physique + Athletics or Senses + Firearms&lt;br /&gt;
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Integrant Autoclaire Operator (3 Trait points): Pilot an Autoclaire with magic initiative and Aether + Aether Channel&lt;br /&gt;
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[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67240</id>
		<title>AI:L Trait List</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67240"/>
		<updated>2019-05-29T22:37:03Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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=[[Melee Combat Traits]]=&lt;br /&gt;
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=[[Ranged Combat Traits]]=&lt;br /&gt;
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=&#039;&#039;&#039;Ancestry Traits&#039;&#039;&#039;=&lt;br /&gt;
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All characters must take one Ancestry Trait to show where they come from.  In the hierarchical world the Chosen and Zenith have created this is the most important Trait for many characters and defines who they are and what they may become.&lt;br /&gt;
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A character can pick a second Ancestry Trait at a cost of +1 trait point as a mixed ancestry surcharge, in addition to the cost of the additional Ancestry Trait.&lt;br /&gt;
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==Jibrlite Traits==&lt;br /&gt;
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Jibrilite Pol (1 trait point) – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Noble (2 trait points) - Nobles are the leaders of the Jibril Dominions and are trained from birth to be paragons of their Chosen.  They gain a +1 bonus to five skills and +2 Core Aether.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
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Jibrilite Codex (3 trait points) – Codex heritage Jibrilites are members of the trusted Hiero Houses of the Chosen, and have access to the greatest secrets of the Chosen.  Codex Jibrilites gain +1 Aether and +4 Core Aether.  They also gain +1 to the Thaumatech skill due to a natural affinity for the magic of the Chosen.  Codex is a prerequisite for the highest level Thaumatech traits and abilities.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
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Jibrilite Construct (3 trait points) – Jibrilite Constructs are beings created through the technomagical artifice of the Chosen.  Constructs serve a variety of purposes, from vessels for the Chosen, thamatechnically modified inquisitors, to massive military constructs.  Constructs gain either: +1 to all four stats; +2 to one stat and +1 to one stat; or +3 to one stat and -1 to one stat.  As Jibrilites they get access to the Thaumatech Alpha trait for free.  Constructs must also select at least -1 in negative traits, for which they do not receive an additional trait point.&lt;br /&gt;
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==Zenith Empire Traits==&lt;br /&gt;
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Zenith Commoner – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.&lt;br /&gt;
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Zenith Noble&lt;br /&gt;
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Zenith Magus&lt;br /&gt;
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Elven Commoner (1 trait point) Commoners take the “Weirdling” trait for free.  Commoners suffer a -5 edge in social conflict against Nobles and a -10 edge in social conflict against Royals. Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  Elven Commoners Gain +1 Core Aether, +1 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals.  Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill.  Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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Elven Royal (3 trait points) Royals may take the “Ethereal Beauty” and “Eternal” traits for free.  Elven Royals gain +2 Aether, +5 Core Aether and +5 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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==Mikealan Traits==&lt;br /&gt;
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Eleutherian Plebian (1 trait point) - Plebs gain one bonus CP whenever they are awarded CP due to striving to show themselves the equal of the Patricians.  Due to the superior education of the Republic, Plebs gain a +1 bonus to five skills points.&lt;br /&gt;
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Eleutherian Patrician (2 trait points) – Patricians are the old noble families of the Republic.  Due to the superior education of the Republic they gain +2 bonus to five skills.  If an Eleutherian Patrician picks a Jibrilite trait they do not pay the extra 1 point surcharge for mixed ancestry.&lt;br /&gt;
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==Global Ancestry Traits==&lt;br /&gt;
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Citizen of Arth (0 trait points) – Human rebels against the established order who consider themselves freed from the old shackles.  Increasingly common among Jibrilite and Mikaelan revolutionaries, but also in some Zenith communities.  Citizen of Arth cannot be taken with any other Ancestry Trait.  New Citizens may still optionally identify with any other human Ancestry Trait to show their heritage, or if they are descended from a long line of Citizens they may identify with none at all.  Either way they take none of the bonusses or penalties.  Instead they gain one additional Trait points due to their broader understanding of the possibilities of an unbound humanity.&lt;br /&gt;
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=&#039;&#039;&#039;Negative Traits&#039;&#039;&#039;=&lt;br /&gt;
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Negative Traits are penalties a character can take to grant themselves more trait points to spend elsewhere.  A character can start with up to five points in Negative Traits.  A character can also have these traits inflicted upon themselves over the course of play.  The cost of a negative trait is how may trait points it returns to the character.&lt;br /&gt;
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Short (-1 trait point): Your character is 4-5 feet tall, and suffers a -2 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
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Very Short (-2 trait points): Your character is 3-4 feet tall, and suffers a -4 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
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War Wound (-1 trait points): Your character has lingering injuries that have never fully healed. They suffer a -2 penalty to one Exploit Pool. This quirk cannot be taken if it would reduce the pool below 0. The nature of the wound should be detailed, such as a stiff leg from an arrow to the knee (-2 Adrenaline), or the shakes from mental trauma (-2 Will) or a lost eye from a bullet graze (-2 Focus). It can be upgraded to a serious war wound for double the Exploit cost, and two trait points.&lt;br /&gt;
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Sealed Powers (Variable): Your character must meet certain conditions before a selected trait can be used.  These conditions can be fairly straightforward such as the authorization of a superior, or the consumption of a particular substance, or they can be more esoteric such as a particular time of day, or only against a specific opponent.  The cost of this negative trait is the cost of the trait it is linked to.  This is modified by +1 for a condition that could be easily met at any time such as the permission of another party member, consuming a combat drug, only after the enemy has fired first, or inflicting a small amount of damage to themselves with a cut.  There is no modification for a moderately difficult condition such as the permission of an ally who is not always present, only after wounding or killing an opponent, only against a broad group of enemies, or only working in daylight or at nightime.  The cost is increased by -1 for a condition that would be difficult to fulfill in the course of normal play such as only activating at a certain hour of day (sunrise and twilight, high noon) or day of the week, or only against a specific individual.  Particularly difficult to meet conditions could have this increased to -2.&lt;br /&gt;
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Combat Drug Addiction (-1 trait point): Your character is addicted to combat drugs and must use them at least once a session or suffer a -3 penalty to all rolls in the subsequent session until they use them.  This penalty increases by 1 for each subsequent session of withdrawal until it reaches a maximum of 5 after three sessions.  Thereafter it declines at the same rate until it reaches 0 and the trait becomes dormant until combat drugs are used again.&lt;br /&gt;
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Etheric Flame (-1 trait point): Your character possesses an internal etheric flame that burns like a bonfire, shining brightly to all with etheric sight.  Others using Aspex or Second Sight gain a +3 to detect this character, and can do so even if the character has no aura.&lt;br /&gt;
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Thautech Lock (-2 trait points): Your character is locked out of all Chosen praxis, and attempting to use them triggers a damaging etheric feedback loop that inflicts the equivalent of an Etherbolt attack with no possible defense.  This is a very common trait for Elves.&lt;br /&gt;
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Unsettling (-1 trait point): Something is very socially &amp;quot;off&amp;quot; about this character, enough so that others will immediately notice it and become wary, hostile or seek to keep their distance.  They may be badly disfigured, be covered in gang tattoos, or just have a particularly off-putting attitude.  Because of their unsettling nature the character suffers a -3 edge to their rolls in social conflict.  This penalty does not apply to the use of one liners in short round combat, or interrogation in long round conflict, and does not affect their defensive static values.&lt;br /&gt;
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Anchored Chakras (-1 trait point): The character is firmly &amp;quot;anchored&amp;quot; in Apatha, so much so that they neither reach nor cross the Veil Between Worlds.  The character cannot use Veil magic of any sort, and others attempting to target them with veil magic suffer a -5 edge penalty.  This trait can only be taken by Willworkers or Thaumatechs.  It cannot be taken by those with no Etheric powers, or by Sorcerers.&lt;br /&gt;
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Adamant Chakras (-1 trait point): The character&#039;s form is resolutely static and resists all forms of transmutation.  The character cannot use transmutation magic of any sort, and others attempting to target them with transmutation magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Fated Chakras (-1 trait point): The character&#039;s fate marches relentlessly down the path of causality and is resistant against manipulation in space and time.  The character cannot use Continuum magic of any sort, and others attempting to target them with Continuum magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Captive Chakras (-1 trait point): The character&#039;s etheric essence is tightly contained and they emit no more Aura than any normal living being.  The character cannot use Aura magic of any sort, and others attempting to target them with Aura magic suffer a -3 edge penalty.  This trait can only be taken by Thaumatechs.  It cannot be taken in conjuction with Willwork or Sorcery.&lt;br /&gt;
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Wyrmfood (-3 trait points): This character&#039;s aura is of particular notice to that lie across the Veil, and there are many in Peritha who would seek to capture and consume it.  At the end of each round where the character&#039;s aura is 1 or more, roll 1d10.  On a roll of 11 or more, a creature from across the Veil has taken notice and will join the fight, attempting to capture the character and their delicious aura.  The character can avoid making this roll by spending 1 Willpower to suppress the Aura effects, so long as their Aura is no higher than their Intellect.  This trait can only be taken by Willworkers or Sorcerers.  The musty auras of Thamatechs are apparently quite bland to Perithans.&lt;br /&gt;
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Frail (-2 trait points): The character&#039;s body is particularly frail.  They suffer a -2 to PS per Health Level and roll at +1 to all wound effects.&lt;br /&gt;
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Combat Timer (-3 trait points): The character has only a limited amount of time in which they can engage in combat.  Each time the character rolls for initiative they must expend one exploit.  Which exploit this is (Adrenaline, Focus, Willpower or Core Aether) is chosen when this trait is picked and cannot be changed.  If the character cannot spend an exploit of this type they immediately drop out of combat.&lt;br /&gt;
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Stage fright (-1 trait points): The character is deathly afraid of speaking in public, and must spend 1 Willpower for every long round they engage in social conflict or drop out of the conflict.&lt;br /&gt;
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Doomed (-5 trait points): The character is doomed. The nature of this doom, whether it be a terrible prophecy, a life near its natural end, or an active death wish should be defined by the player. When the character gains enough CP to gain a Hero level they will still gain the level but then cease gaining CP and will soon die.  Once that point is reached, any attack by another character sufficient to kill them will automatically do so, at the attacker&#039;s discretion.  The attacking character will gain from 1 to 5 CP for making that death particularly dramatic or appropriate.  Aside from this, the Doomed character&#039;s death cannot be used to gain CP, Power or Fate by another character.  Can only be taken by Hero 1 or higher.&lt;br /&gt;
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=&#039;&#039;&#039;Combat Traits&#039;&#039;&#039;=&lt;br /&gt;
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Basic Leadership (0 trait points - 1 leadership skill)&lt;br /&gt;
Targets one size bracket by default.&lt;br /&gt;
::“Commanding Shout”: 2 Advantage to expand leadership benefits.  Zero Threshold of five, granting effect over one additional size bracket per success, up to a maximum of four additional brackets (1*/3/7/15/31).&lt;br /&gt;
::“On My Target”: 4 Advantage to have allies engage the same target, gaining +2 Edge to hit per size bracket.&lt;br /&gt;
::“Take Cover”: 6 Advantage and 1 Willpower to grant a defensive reaction to ally.&lt;br /&gt;
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Basic Marksmanship (0 trait points - 1 firearms skill)&lt;br /&gt;
:::2 Advantage for +1d6 damage&lt;br /&gt;
:::4 Advantage for +2d6 &lt;br /&gt;
:::6 Advantage for +3d6&lt;br /&gt;
:::8 Advantage for +4d6&lt;br /&gt;
:::10 Advantage for +5d6&lt;br /&gt;
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Basic Grappling (0 trait points - 1 unarmed skill)&lt;br /&gt;
Standard attack Throw 1 - steal +1 Advantage per Threshold&lt;br /&gt;
:::2 Advantage to Ground - deal 1d3 damage and cost an action &lt;br /&gt;
:::4 Advantage to Throw 2 - steal +1 Advantage per Threshold and move opponent to adjacent square&lt;br /&gt;
:::6 Advantage for Flow - Set up defensive pattern to Throw 1 all attackers&lt;br /&gt;
:::8 Advantage for Throw 3 - steal +1 Advantage per Threshold and move opponent threshold steps in squares&lt;br /&gt;
:::10 Advantage for Weave - Set up defensive pattern to Ground all attackers&lt;br /&gt;
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“BOOM Headshot” (1 trait point): Half the Advantage cost of Shot Placement maneuvers, and add Overwhelming 1 to all Shot Placement attacks.&lt;br /&gt;
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Crusader Combat Training (1 trait point)&lt;br /&gt;
::“Up and down”: 2 Advantage to move 5m without triggering a Reaction&lt;br /&gt;
::“Fast Reload”: 4 Advantage to reload as a free action&lt;br /&gt;
::“Five Rounds Rapid!”: 6 Advantage when conducting rapid fire to use it at any range.&lt;br /&gt;
::“Combat Sense”: 8 Advantage to pre-empt an attack and take a Reaction shot first&lt;br /&gt;
::“Soldier’s Luck”: 10 Advantage to cancel a hit.&lt;br /&gt;
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“Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap.  Gain one advantage for each point of ammunition spent.&lt;br /&gt;
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Crusader Leadership Training (2 trait points)&lt;br /&gt;
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Adrenal Advantage (1 trait point): Gain one extra Advantage when spending Adrenaline for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Physique 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Focused Advantage (1 trait point): Gain one extra Advantage when spending Focus for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Senses 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Willful Advantage (1 trait point): Gain one extra Advantage when spending Willpower for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Aetheric Aura (1 trait point): Gain one extra Advantage or Aura when spending Core Aether for Advantage or Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Aether 4&amp;lt;br&amp;gt;&lt;br /&gt;
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=&#039;&#039;&#039;Magic Traits&#039;&#039;&#039;=&lt;br /&gt;
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==Thaumatech Traits==&lt;br /&gt;
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Thaumatech Alpha Access (1 trait points): Thaumatech Alpha Access is the basic ability to use and program Thaumatech praxi.  It is not required to operate most Thaumatech machines, but can be required to maintain them and can be used to override or control them.  This ability is mostly based on genetic encoding and some basic training.  Because the Alpha level Thaumatech safeties can be breached with little effort, it can also be purchased by any character, however it is free for Jibrilites.&lt;br /&gt;
Prerequisites: Skill: Thaumatech 1&lt;br /&gt;
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Thaumatech Gamma Access (2 trait points): Thaumatech Gamma Access allows advanced praxis programming, including the construction and modification of new spells.  It has historically been the province only of the privileged elite of the Jibrilite Dominions.  This trait can only be taken by Jibrilites due to the safeties involved in the praxi, however these safeties can be overcome with certain quirks.&lt;br /&gt;
Prerequisites: Hero Level: 1, Skill: Thaumatech 5, Trait: Alpha Access, Quirk: Jibrilite Nobles, Codex, Library, Tinker, or Abomination&lt;br /&gt;
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Thaumatech Zeta Access (3 trait points): Thaumatech Zeta Access allows Chosen level administrator access to various praxi, and its use is highly restricted to the most senior levels of the church hierarchy.  This trait can only be taken by Jibrilites due to the safeties involved in the praxis.  There are continual rumours that a handful of non Jibrilites have managed to crack these safeties, however since the most recent of these involves a mad Kobold thaumatek these are not considered credible.&lt;br /&gt;
Prerequisites: Hero Level: 3, Skill: Thaumatech 8, Trait: Alpha Access, Quirk: Jibrilite Codex, or Abomination&lt;br /&gt;
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Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior.  Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of Solo Praxis.&lt;br /&gt;
Prerequisites: Hero Level: 2, Quirk: Jibrilite Construct, Codex&lt;br /&gt;
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=Possible Character Traits=&lt;br /&gt;
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==Jonas Related Traits==&lt;br /&gt;
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Physical Conditioning (1 trait point): You gain +5 maximum Physical Stress to every health level, and -1 to lingering wound rolls.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 3&lt;br /&gt;
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Perseverance (1 trait point): You gain an extra Health Level.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 4&lt;br /&gt;
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Pumped/Focused/Willful/Aetheric (1 trait point): +1 to one Exploit pool.  Can be taken multiple times.  Exploit pool cannot exceed double the stat value.&lt;br /&gt;
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Orator (2 trait points) Access to the Oratory conversation options&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Conversation 4&lt;br /&gt;
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Diva (3 trait points) Gain 1 Willpower after succeeding in a Social Action against a large audience.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 3&lt;br /&gt;
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Rhetorical Recovery (2 trait points): Cancel one point of vibe immediately after it is inflicted by spending 1 Willpower as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 5&lt;br /&gt;
&lt;br /&gt;
Republic Weapons Training (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Firearms 2&lt;br /&gt;
&lt;br /&gt;
Republic Officer Training (3 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Leadership 3&lt;br /&gt;
&lt;br /&gt;
Guerilla (1 trait point): Access to the Guerilla tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Tactics 3&lt;br /&gt;
&lt;br /&gt;
Chessmaster (3 trait points): Access to the Chessmaster tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Planned Support&amp;quot;: 2 Advantage to make a supporting roll as a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Tactics 5&lt;br /&gt;
&lt;br /&gt;
TrackIron Operator (1 trait point): Ability to operate TrackIrons without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AutoGear Operator (2 trait points): Ability to operate AutoGears without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tank Hunter (1 trait point): Access to the Tank Hunter Weapon System combat options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Weapon Systems 3&lt;br /&gt;
&lt;br /&gt;
Merciless (1 trait point): Gain +1 Advantage for hitting exposed targets.  Gain an additional +1 advantage for killing or incapacitating them.&lt;br /&gt;
&lt;br /&gt;
==Aran Related Traits==&lt;br /&gt;
&lt;br /&gt;
Ethereal Beauty (1 trait point): +3 to all Graces rolls, and all Graces based social successes are considered one level higher.&lt;br /&gt;
Prerequisite: Elf, or Physique or Intellect of 5&lt;br /&gt;
&lt;br /&gt;
Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions.&lt;br /&gt;
Prerequisite: Physique of Intellect of 5&lt;br /&gt;
 &lt;br /&gt;
Magi Aspirant (1 trait point): Magi Aspirant is the entry level into the Zenith style of Willwork, common across Heylel and Rafaela.  It provides access to the bronze circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Skill: Willwork 1&lt;br /&gt;
&lt;br /&gt;
Magi Adept (2 trait points):  Magi Aspirant is the journeyman level of the Zenith style of Willwork.  It provides access to the silver circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 1, Skill: Willwork 3&lt;br /&gt;
&lt;br /&gt;
Magi Master (3 trait points):  Magi Master is the highest commonly attained level of the Zenith style of Willwork.  It provides access to the gold circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 2, Skill: Willwork 5&lt;br /&gt;
&lt;br /&gt;
Zenith Bayonet Training (1 trait point):&lt;br /&gt;
&lt;br /&gt;
Elven Fencing Style (2 trait points): Elven sword and magic combat options&lt;br /&gt;
Prerequisites: Melee 3, Elf or Elven Circles&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options&lt;br /&gt;
Prerequisites: Hero 2, Skill: Melee 6&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Combat Magi (3 trait points): Zenith combat spell options&lt;br /&gt;
Prerequisites: Hero 2, Trait: Magi Adept&lt;br /&gt;
&lt;br /&gt;
Elven Glamour Magic (2 trait points): Tricksy elven foolery options&lt;br /&gt;
Prerequisites: Elf or Elven Circles, Trait: Magi Aspirant&lt;br /&gt;
&lt;br /&gt;
Night Court Doom Magic (5 trait points): OP elven doomspell BS options&lt;br /&gt;
Prerequisites: Hero 3, Trait: Magi Master&lt;br /&gt;
&lt;br /&gt;
Aint Got Time to Bleed! (3 trait points): Gain 1 Adrenaline at the end of any combat round in which you were wounded.&lt;br /&gt;
Prerequisites: Hero 1, Physique 3&lt;br /&gt;
&lt;br /&gt;
Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Physique 5&lt;br /&gt;
&lt;br /&gt;
==Alice Related Traits==&lt;br /&gt;
&lt;br /&gt;
Basic Strikes (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::For every 2 Advantage: Reduce Physical Factor by +1 for one round.&lt;br /&gt;
&lt;br /&gt;
Basic Throws (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Sweep,&amp;quot; Attempt advantage transfer.&lt;br /&gt;
::4 Advantage: &amp;quot;Ground,&amp;quot; cost target their next action with a successful attack.&lt;br /&gt;
::6 Advantage: &amp;quot;Fling,&amp;quot; Throw target 5m, including into another person.  Grounds if athletics check failed.&lt;br /&gt;
::8 Advantage: &amp;quot;Fling,&amp;quot; Throw target 10m.&lt;br /&gt;
::10 Advantage: &amp;quot;Fling,&amp;quot; Throw target 15m.&lt;br /&gt;
&lt;br /&gt;
Basic Grapples (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Pin&amp;quot; Immobilize a character on the ground&lt;br /&gt;
::4 Advantage: &amp;quot;Hold&amp;quot; Immobilize a character while standing&lt;br /&gt;
::6 Advantage: &amp;quot;Joint Lock&amp;quot; cost opponent one HL if they take an action&lt;br /&gt;
::8 Advantage: &amp;quot;Joint Break&amp;quot; cost opponent one HL.&lt;br /&gt;
::10 Advantage: &amp;quot;Submission&amp;quot; incapacitate an opponent if they fail an Athletics check.&lt;br /&gt;
&lt;br /&gt;
Close Combat Gunslinger (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Within 10m pistols count as melee close combat weapons as well as ranged weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Focus to use pistol attacks as lead up or follow through actions after strikes or grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
::4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
::6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
::8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat.  Activate as a free action.&lt;br /&gt;
::10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
Quick Draw Gunslinger: (1 trait point)&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be used with pistol weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
Prerequisites: Firearms 4, Alertness 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two Handed Gunslinger (2 trait points)&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4&lt;br /&gt;
&lt;br /&gt;
Alpha Logitike (1 trait point): Jibrilite non-combat willwork spells, or &amp;quot;Lotek Praxi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Omega Logitike (1 trait point): Jibrilite combat Lotek Praxi.&lt;br /&gt;
&lt;br /&gt;
Omega Crucible (2 trait points): Jibrilite Crusader magical martial art focusing on the use of transmutation to deliver powerful strikes&lt;br /&gt;
Can change Combat Advantage to Aura as a free action, raising Aura by as much as the character&#039;s Aether attribute.&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Core Aether to follow through on any close combat strike with an Etheric Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Omega Logitike&lt;br /&gt;
&lt;br /&gt;
Gun Fu (2 trait points): You can roll Senses + Firearms to &amp;quot;block&amp;quot; firearms attacks made at close combat ranges as a normal reaction.  By spending one Focus you can also do this at all ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Hero 1, Close Combat Gunslinger&lt;br /&gt;
&lt;br /&gt;
==Chrysanth Related Traits==&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior. Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of integrated Solo Praxis.  Because they are integrated into the Solonarch&#039;s body, Solinarch Solo Praxis are used with Aether + Aether Channel rather than Intellect + Thaumatech.  A Solinarch may choose five Solo Praxis to be slotted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Flow like Water&amp;quot; (1 trait point): Gain one extra Advantage from successful throws.&lt;br /&gt;
&lt;br /&gt;
Mantle of the Chosen (1 trait point): Gain +5 edge in social conflict with Jibrilites who hold a positive or neutral view of the Chosen.  Suffer a -5 edge penalty in social conflict with Jibrilites who hold a negative view of the Chosen.&lt;br /&gt;
&lt;br /&gt;
Graviton Master (2 trait points): Manipulate gravity waves with a touch.&lt;br /&gt;
::Spend Willpower for Advantage in addition to Adrenaline&lt;br /&gt;
::Spend Willpower for follow-through on any successful unarmed attack&lt;br /&gt;
::Increase ground and throw damage to 1d6, affected by threshold multiplier&lt;br /&gt;
::Pin with 1d6 Physique DC, affected by threshold multiplier&lt;br /&gt;
::Reduce threshold by +1 per 5 Intellect + Thaumatech&lt;br /&gt;
&lt;br /&gt;
==Gregorio Related Traits==&lt;br /&gt;
&lt;br /&gt;
Mad Scientist (??? trait points): Just like an evil villain makes a monologue for this dastardly plan, so too will a mad scientist babble his work to no one in particular about his craft. Doing so will make you sound disturbed to any listening, but the +1 to your Willpower when you commit makes it worthwhile.&lt;br /&gt;
&lt;br /&gt;
Psyche (1 Trait points): Natural telepathic ability, including the ability to switch teletex routers and establish mind to mind connections.  This ability still requires the target possess a teletex or logotex, but allows the Psyche to overcome the usual routing restrictions.&lt;br /&gt;
&lt;br /&gt;
Unbound Psyche (3 Trait points): The ability to use telepathy without a teletex.&lt;br /&gt;
&lt;br /&gt;
Coded Autoclaire Operator (1 Trait point): Use Intellect + Thaumatech to create semi-autonomous praxis macros to operate an Autoclaire.&lt;br /&gt;
&lt;br /&gt;
Synergent Autoclaire Operator (2 Trait points): Pilot an Autoclaire using combat initiative and personal stats lile Physique + Athletics or Senses + Firearms&lt;br /&gt;
&lt;br /&gt;
Integrant Autoclaire Operator (3 Trait points): Pilot an Autoclaire with magic initiative and Aether + Aether Channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67239</id>
		<title>AI:L Trait List</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67239"/>
		<updated>2019-05-29T22:36:45Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Melee Combat Traits]] ==&lt;br /&gt;
&lt;br /&gt;
==[[Ranged Combat Traits]]==&lt;br /&gt;
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=&#039;&#039;&#039;Ancestry Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
All characters must take one Ancestry Trait to show where they come from.  In the hierarchical world the Chosen and Zenith have created this is the most important Trait for many characters and defines who they are and what they may become.&lt;br /&gt;
&lt;br /&gt;
A character can pick a second Ancestry Trait at a cost of +1 trait point as a mixed ancestry surcharge, in addition to the cost of the additional Ancestry Trait.&lt;br /&gt;
&lt;br /&gt;
==Jibrlite Traits==&lt;br /&gt;
&lt;br /&gt;
Jibrilite Pol (1 trait point) – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Noble (2 trait points) - Nobles are the leaders of the Jibril Dominions and are trained from birth to be paragons of their Chosen.  They gain a +1 bonus to five skills and +2 Core Aether.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Codex (3 trait points) – Codex heritage Jibrilites are members of the trusted Hiero Houses of the Chosen, and have access to the greatest secrets of the Chosen.  Codex Jibrilites gain +1 Aether and +4 Core Aether.  They also gain +1 to the Thaumatech skill due to a natural affinity for the magic of the Chosen.  Codex is a prerequisite for the highest level Thaumatech traits and abilities.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Construct (3 trait points) – Jibrilite Constructs are beings created through the technomagical artifice of the Chosen.  Constructs serve a variety of purposes, from vessels for the Chosen, thamatechnically modified inquisitors, to massive military constructs.  Constructs gain either: +1 to all four stats; +2 to one stat and +1 to one stat; or +3 to one stat and -1 to one stat.  As Jibrilites they get access to the Thaumatech Alpha trait for free.  Constructs must also select at least -1 in negative traits, for which they do not receive an additional trait point.&lt;br /&gt;
&lt;br /&gt;
==Zenith Empire Traits==&lt;br /&gt;
&lt;br /&gt;
Zenith Commoner – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.&lt;br /&gt;
&lt;br /&gt;
Zenith Noble&lt;br /&gt;
&lt;br /&gt;
Zenith Magus&lt;br /&gt;
&lt;br /&gt;
Elven Commoner (1 trait point) Commoners take the “Weirdling” trait for free.  Commoners suffer a -5 edge in social conflict against Nobles and a -10 edge in social conflict against Royals. Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  Elven Commoners Gain +1 Core Aether, +1 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals.  Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill.  Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Royal (3 trait points) Royals may take the “Ethereal Beauty” and “Eternal” traits for free.  Elven Royals gain +2 Aether, +5 Core Aether and +5 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
==Mikealan Traits==&lt;br /&gt;
&lt;br /&gt;
Eleutherian Plebian (1 trait point) - Plebs gain one bonus CP whenever they are awarded CP due to striving to show themselves the equal of the Patricians.  Due to the superior education of the Republic, Plebs gain a +1 bonus to five skills points.&lt;br /&gt;
&lt;br /&gt;
Eleutherian Patrician (2 trait points) – Patricians are the old noble families of the Republic.  Due to the superior education of the Republic they gain +2 bonus to five skills.  If an Eleutherian Patrician picks a Jibrilite trait they do not pay the extra 1 point surcharge for mixed ancestry.&lt;br /&gt;
&lt;br /&gt;
==Global Ancestry Traits==&lt;br /&gt;
&lt;br /&gt;
Citizen of Arth (0 trait points) – Human rebels against the established order who consider themselves freed from the old shackles.  Increasingly common among Jibrilite and Mikaelan revolutionaries, but also in some Zenith communities.  Citizen of Arth cannot be taken with any other Ancestry Trait.  New Citizens may still optionally identify with any other human Ancestry Trait to show their heritage, or if they are descended from a long line of Citizens they may identify with none at all.  Either way they take none of the bonusses or penalties.  Instead they gain one additional Trait points due to their broader understanding of the possibilities of an unbound humanity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Negative Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Negative Traits are penalties a character can take to grant themselves more trait points to spend elsewhere.  A character can start with up to five points in Negative Traits.  A character can also have these traits inflicted upon themselves over the course of play.  The cost of a negative trait is how may trait points it returns to the character.&lt;br /&gt;
&lt;br /&gt;
Short (-1 trait point): Your character is 4-5 feet tall, and suffers a -2 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
&lt;br /&gt;
Very Short (-2 trait points): Your character is 3-4 feet tall, and suffers a -4 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
&lt;br /&gt;
War Wound (-1 trait points): Your character has lingering injuries that have never fully healed. They suffer a -2 penalty to one Exploit Pool. This quirk cannot be taken if it would reduce the pool below 0. The nature of the wound should be detailed, such as a stiff leg from an arrow to the knee (-2 Adrenaline), or the shakes from mental trauma (-2 Will) or a lost eye from a bullet graze (-2 Focus). It can be upgraded to a serious war wound for double the Exploit cost, and two trait points.&lt;br /&gt;
&lt;br /&gt;
Sealed Powers (Variable): Your character must meet certain conditions before a selected trait can be used.  These conditions can be fairly straightforward such as the authorization of a superior, or the consumption of a particular substance, or they can be more esoteric such as a particular time of day, or only against a specific opponent.  The cost of this negative trait is the cost of the trait it is linked to.  This is modified by +1 for a condition that could be easily met at any time such as the permission of another party member, consuming a combat drug, only after the enemy has fired first, or inflicting a small amount of damage to themselves with a cut.  There is no modification for a moderately difficult condition such as the permission of an ally who is not always present, only after wounding or killing an opponent, only against a broad group of enemies, or only working in daylight or at nightime.  The cost is increased by -1 for a condition that would be difficult to fulfill in the course of normal play such as only activating at a certain hour of day (sunrise and twilight, high noon) or day of the week, or only against a specific individual.  Particularly difficult to meet conditions could have this increased to -2.&lt;br /&gt;
&lt;br /&gt;
Combat Drug Addiction (-1 trait point): Your character is addicted to combat drugs and must use them at least once a session or suffer a -3 penalty to all rolls in the subsequent session until they use them.  This penalty increases by 1 for each subsequent session of withdrawal until it reaches a maximum of 5 after three sessions.  Thereafter it declines at the same rate until it reaches 0 and the trait becomes dormant until combat drugs are used again.&lt;br /&gt;
&lt;br /&gt;
Etheric Flame (-1 trait point): Your character possesses an internal etheric flame that burns like a bonfire, shining brightly to all with etheric sight.  Others using Aspex or Second Sight gain a +3 to detect this character, and can do so even if the character has no aura.&lt;br /&gt;
&lt;br /&gt;
Thautech Lock (-2 trait points): Your character is locked out of all Chosen praxis, and attempting to use them triggers a damaging etheric feedback loop that inflicts the equivalent of an Etherbolt attack with no possible defense.  This is a very common trait for Elves.&lt;br /&gt;
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Unsettling (-1 trait point): Something is very socially &amp;quot;off&amp;quot; about this character, enough so that others will immediately notice it and become wary, hostile or seek to keep their distance.  They may be badly disfigured, be covered in gang tattoos, or just have a particularly off-putting attitude.  Because of their unsettling nature the character suffers a -3 edge to their rolls in social conflict.  This penalty does not apply to the use of one liners in short round combat, or interrogation in long round conflict, and does not affect their defensive static values.&lt;br /&gt;
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Anchored Chakras (-1 trait point): The character is firmly &amp;quot;anchored&amp;quot; in Apatha, so much so that they neither reach nor cross the Veil Between Worlds.  The character cannot use Veil magic of any sort, and others attempting to target them with veil magic suffer a -5 edge penalty.  This trait can only be taken by Willworkers or Thaumatechs.  It cannot be taken by those with no Etheric powers, or by Sorcerers.&lt;br /&gt;
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Adamant Chakras (-1 trait point): The character&#039;s form is resolutely static and resists all forms of transmutation.  The character cannot use transmutation magic of any sort, and others attempting to target them with transmutation magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Fated Chakras (-1 trait point): The character&#039;s fate marches relentlessly down the path of causality and is resistant against manipulation in space and time.  The character cannot use Continuum magic of any sort, and others attempting to target them with Continuum magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Captive Chakras (-1 trait point): The character&#039;s etheric essence is tightly contained and they emit no more Aura than any normal living being.  The character cannot use Aura magic of any sort, and others attempting to target them with Aura magic suffer a -3 edge penalty.  This trait can only be taken by Thaumatechs.  It cannot be taken in conjuction with Willwork or Sorcery.&lt;br /&gt;
&lt;br /&gt;
Wyrmfood (-3 trait points): This character&#039;s aura is of particular notice to that lie across the Veil, and there are many in Peritha who would seek to capture and consume it.  At the end of each round where the character&#039;s aura is 1 or more, roll 1d10.  On a roll of 11 or more, a creature from across the Veil has taken notice and will join the fight, attempting to capture the character and their delicious aura.  The character can avoid making this roll by spending 1 Willpower to suppress the Aura effects, so long as their Aura is no higher than their Intellect.  This trait can only be taken by Willworkers or Sorcerers.  The musty auras of Thamatechs are apparently quite bland to Perithans.&lt;br /&gt;
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Frail (-2 trait points): The character&#039;s body is particularly frail.  They suffer a -2 to PS per Health Level and roll at +1 to all wound effects.&lt;br /&gt;
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Combat Timer (-3 trait points): The character has only a limited amount of time in which they can engage in combat.  Each time the character rolls for initiative they must expend one exploit.  Which exploit this is (Adrenaline, Focus, Willpower or Core Aether) is chosen when this trait is picked and cannot be changed.  If the character cannot spend an exploit of this type they immediately drop out of combat.&lt;br /&gt;
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Stage fright (-1 trait points): The character is deathly afraid of speaking in public, and must spend 1 Willpower for every long round they engage in social conflict or drop out of the conflict.&lt;br /&gt;
&lt;br /&gt;
Doomed (-5 trait points): The character is doomed. The nature of this doom, whether it be a terrible prophecy, a life near its natural end, or an active death wish should be defined by the player. When the character gains enough CP to gain a Hero level they will still gain the level but then cease gaining CP and will soon die.  Once that point is reached, any attack by another character sufficient to kill them will automatically do so, at the attacker&#039;s discretion.  The attacking character will gain from 1 to 5 CP for making that death particularly dramatic or appropriate.  Aside from this, the Doomed character&#039;s death cannot be used to gain CP, Power or Fate by another character.  Can only be taken by Hero 1 or higher.&lt;br /&gt;
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=&#039;&#039;&#039;Combat Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Basic Leadership (0 trait points - 1 leadership skill)&lt;br /&gt;
Targets one size bracket by default.&lt;br /&gt;
::“Commanding Shout”: 2 Advantage to expand leadership benefits.  Zero Threshold of five, granting effect over one additional size bracket per success, up to a maximum of four additional brackets (1*/3/7/15/31).&lt;br /&gt;
::“On My Target”: 4 Advantage to have allies engage the same target, gaining +2 Edge to hit per size bracket.&lt;br /&gt;
::“Take Cover”: 6 Advantage and 1 Willpower to grant a defensive reaction to ally.&lt;br /&gt;
&lt;br /&gt;
Basic Marksmanship (0 trait points - 1 firearms skill)&lt;br /&gt;
:::2 Advantage for +1d6 damage&lt;br /&gt;
:::4 Advantage for +2d6 &lt;br /&gt;
:::6 Advantage for +3d6&lt;br /&gt;
:::8 Advantage for +4d6&lt;br /&gt;
:::10 Advantage for +5d6&lt;br /&gt;
&lt;br /&gt;
Basic Grappling (0 trait points - 1 unarmed skill)&lt;br /&gt;
Standard attack Throw 1 - steal +1 Advantage per Threshold&lt;br /&gt;
:::2 Advantage to Ground - deal 1d3 damage and cost an action &lt;br /&gt;
:::4 Advantage to Throw 2 - steal +1 Advantage per Threshold and move opponent to adjacent square&lt;br /&gt;
:::6 Advantage for Flow - Set up defensive pattern to Throw 1 all attackers&lt;br /&gt;
:::8 Advantage for Throw 3 - steal +1 Advantage per Threshold and move opponent threshold steps in squares&lt;br /&gt;
:::10 Advantage for Weave - Set up defensive pattern to Ground all attackers&lt;br /&gt;
&lt;br /&gt;
“BOOM Headshot” (1 trait point): Half the Advantage cost of Shot Placement maneuvers, and add Overwhelming 1 to all Shot Placement attacks.&lt;br /&gt;
&lt;br /&gt;
Crusader Combat Training (1 trait point)&lt;br /&gt;
::“Up and down”: 2 Advantage to move 5m without triggering a Reaction&lt;br /&gt;
::“Fast Reload”: 4 Advantage to reload as a free action&lt;br /&gt;
::“Five Rounds Rapid!”: 6 Advantage when conducting rapid fire to use it at any range.&lt;br /&gt;
::“Combat Sense”: 8 Advantage to pre-empt an attack and take a Reaction shot first&lt;br /&gt;
::“Soldier’s Luck”: 10 Advantage to cancel a hit.&lt;br /&gt;
&lt;br /&gt;
“Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap.  Gain one advantage for each point of ammunition spent.&lt;br /&gt;
&lt;br /&gt;
Crusader Leadership Training (2 trait points)&lt;br /&gt;
&lt;br /&gt;
Adrenal Advantage (1 trait point): Gain one extra Advantage when spending Adrenaline for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Physique 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused Advantage (1 trait point): Gain one extra Advantage when spending Focus for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Senses 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willful Advantage (1 trait point): Gain one extra Advantage when spending Willpower for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aetheric Aura (1 trait point): Gain one extra Advantage or Aura when spending Core Aether for Advantage or Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Aether 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Magic Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
==Thaumatech Traits==&lt;br /&gt;
&lt;br /&gt;
Thaumatech Alpha Access (1 trait points): Thaumatech Alpha Access is the basic ability to use and program Thaumatech praxi.  It is not required to operate most Thaumatech machines, but can be required to maintain them and can be used to override or control them.  This ability is mostly based on genetic encoding and some basic training.  Because the Alpha level Thaumatech safeties can be breached with little effort, it can also be purchased by any character, however it is free for Jibrilites.&lt;br /&gt;
Prerequisites: Skill: Thaumatech 1&lt;br /&gt;
&lt;br /&gt;
Thaumatech Gamma Access (2 trait points): Thaumatech Gamma Access allows advanced praxis programming, including the construction and modification of new spells.  It has historically been the province only of the privileged elite of the Jibrilite Dominions.  This trait can only be taken by Jibrilites due to the safeties involved in the praxi, however these safeties can be overcome with certain quirks.&lt;br /&gt;
Prerequisites: Hero Level: 1, Skill: Thaumatech 5, Trait: Alpha Access, Quirk: Jibrilite Nobles, Codex, Library, Tinker, or Abomination&lt;br /&gt;
&lt;br /&gt;
Thaumatech Zeta Access (3 trait points): Thaumatech Zeta Access allows Chosen level administrator access to various praxi, and its use is highly restricted to the most senior levels of the church hierarchy.  This trait can only be taken by Jibrilites due to the safeties involved in the praxis.  There are continual rumours that a handful of non Jibrilites have managed to crack these safeties, however since the most recent of these involves a mad Kobold thaumatek these are not considered credible.&lt;br /&gt;
Prerequisites: Hero Level: 3, Skill: Thaumatech 8, Trait: Alpha Access, Quirk: Jibrilite Codex, or Abomination&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior.  Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of Solo Praxis.&lt;br /&gt;
Prerequisites: Hero Level: 2, Quirk: Jibrilite Construct, Codex&lt;br /&gt;
&lt;br /&gt;
=Possible Character Traits=&lt;br /&gt;
&lt;br /&gt;
==Jonas Related Traits==&lt;br /&gt;
&lt;br /&gt;
Physical Conditioning (1 trait point): You gain +5 maximum Physical Stress to every health level, and -1 to lingering wound rolls.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 3&lt;br /&gt;
&lt;br /&gt;
Perseverance (1 trait point): You gain an extra Health Level.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 4&lt;br /&gt;
&lt;br /&gt;
Pumped/Focused/Willful/Aetheric (1 trait point): +1 to one Exploit pool.  Can be taken multiple times.  Exploit pool cannot exceed double the stat value.&lt;br /&gt;
&lt;br /&gt;
Orator (2 trait points) Access to the Oratory conversation options&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Conversation 4&lt;br /&gt;
&lt;br /&gt;
Diva (3 trait points) Gain 1 Willpower after succeeding in a Social Action against a large audience.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 3&lt;br /&gt;
&lt;br /&gt;
Rhetorical Recovery (2 trait points): Cancel one point of vibe immediately after it is inflicted by spending 1 Willpower as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 5&lt;br /&gt;
&lt;br /&gt;
Republic Weapons Training (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Firearms 2&lt;br /&gt;
&lt;br /&gt;
Republic Officer Training (3 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Leadership 3&lt;br /&gt;
&lt;br /&gt;
Guerilla (1 trait point): Access to the Guerilla tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Tactics 3&lt;br /&gt;
&lt;br /&gt;
Chessmaster (3 trait points): Access to the Chessmaster tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Planned Support&amp;quot;: 2 Advantage to make a supporting roll as a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Tactics 5&lt;br /&gt;
&lt;br /&gt;
TrackIron Operator (1 trait point): Ability to operate TrackIrons without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AutoGear Operator (2 trait points): Ability to operate AutoGears without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tank Hunter (1 trait point): Access to the Tank Hunter Weapon System combat options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Weapon Systems 3&lt;br /&gt;
&lt;br /&gt;
Merciless (1 trait point): Gain +1 Advantage for hitting exposed targets.  Gain an additional +1 advantage for killing or incapacitating them.&lt;br /&gt;
&lt;br /&gt;
==Aran Related Traits==&lt;br /&gt;
&lt;br /&gt;
Ethereal Beauty (1 trait point): +3 to all Graces rolls, and all Graces based social successes are considered one level higher.&lt;br /&gt;
Prerequisite: Elf, or Physique or Intellect of 5&lt;br /&gt;
&lt;br /&gt;
Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions.&lt;br /&gt;
Prerequisite: Physique of Intellect of 5&lt;br /&gt;
 &lt;br /&gt;
Magi Aspirant (1 trait point): Magi Aspirant is the entry level into the Zenith style of Willwork, common across Heylel and Rafaela.  It provides access to the bronze circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Skill: Willwork 1&lt;br /&gt;
&lt;br /&gt;
Magi Adept (2 trait points):  Magi Aspirant is the journeyman level of the Zenith style of Willwork.  It provides access to the silver circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 1, Skill: Willwork 3&lt;br /&gt;
&lt;br /&gt;
Magi Master (3 trait points):  Magi Master is the highest commonly attained level of the Zenith style of Willwork.  It provides access to the gold circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 2, Skill: Willwork 5&lt;br /&gt;
&lt;br /&gt;
Zenith Bayonet Training (1 trait point):&lt;br /&gt;
&lt;br /&gt;
Elven Fencing Style (2 trait points): Elven sword and magic combat options&lt;br /&gt;
Prerequisites: Melee 3, Elf or Elven Circles&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options&lt;br /&gt;
Prerequisites: Hero 2, Skill: Melee 6&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Combat Magi (3 trait points): Zenith combat spell options&lt;br /&gt;
Prerequisites: Hero 2, Trait: Magi Adept&lt;br /&gt;
&lt;br /&gt;
Elven Glamour Magic (2 trait points): Tricksy elven foolery options&lt;br /&gt;
Prerequisites: Elf or Elven Circles, Trait: Magi Aspirant&lt;br /&gt;
&lt;br /&gt;
Night Court Doom Magic (5 trait points): OP elven doomspell BS options&lt;br /&gt;
Prerequisites: Hero 3, Trait: Magi Master&lt;br /&gt;
&lt;br /&gt;
Aint Got Time to Bleed! (3 trait points): Gain 1 Adrenaline at the end of any combat round in which you were wounded.&lt;br /&gt;
Prerequisites: Hero 1, Physique 3&lt;br /&gt;
&lt;br /&gt;
Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Physique 5&lt;br /&gt;
&lt;br /&gt;
==Alice Related Traits==&lt;br /&gt;
&lt;br /&gt;
Basic Strikes (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::For every 2 Advantage: Reduce Physical Factor by +1 for one round.&lt;br /&gt;
&lt;br /&gt;
Basic Throws (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Sweep,&amp;quot; Attempt advantage transfer.&lt;br /&gt;
::4 Advantage: &amp;quot;Ground,&amp;quot; cost target their next action with a successful attack.&lt;br /&gt;
::6 Advantage: &amp;quot;Fling,&amp;quot; Throw target 5m, including into another person.  Grounds if athletics check failed.&lt;br /&gt;
::8 Advantage: &amp;quot;Fling,&amp;quot; Throw target 10m.&lt;br /&gt;
::10 Advantage: &amp;quot;Fling,&amp;quot; Throw target 15m.&lt;br /&gt;
&lt;br /&gt;
Basic Grapples (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Pin&amp;quot; Immobilize a character on the ground&lt;br /&gt;
::4 Advantage: &amp;quot;Hold&amp;quot; Immobilize a character while standing&lt;br /&gt;
::6 Advantage: &amp;quot;Joint Lock&amp;quot; cost opponent one HL if they take an action&lt;br /&gt;
::8 Advantage: &amp;quot;Joint Break&amp;quot; cost opponent one HL.&lt;br /&gt;
::10 Advantage: &amp;quot;Submission&amp;quot; incapacitate an opponent if they fail an Athletics check.&lt;br /&gt;
&lt;br /&gt;
Close Combat Gunslinger (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Within 10m pistols count as melee close combat weapons as well as ranged weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Focus to use pistol attacks as lead up or follow through actions after strikes or grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
::4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
::6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
::8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat.  Activate as a free action.&lt;br /&gt;
::10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
Quick Draw Gunslinger: (1 trait point)&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be used with pistol weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
Prerequisites: Firearms 4, Alertness 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two Handed Gunslinger (2 trait points)&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4&lt;br /&gt;
&lt;br /&gt;
Alpha Logitike (1 trait point): Jibrilite non-combat willwork spells, or &amp;quot;Lotek Praxi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Omega Logitike (1 trait point): Jibrilite combat Lotek Praxi.&lt;br /&gt;
&lt;br /&gt;
Omega Crucible (2 trait points): Jibrilite Crusader magical martial art focusing on the use of transmutation to deliver powerful strikes&lt;br /&gt;
Can change Combat Advantage to Aura as a free action, raising Aura by as much as the character&#039;s Aether attribute.&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Core Aether to follow through on any close combat strike with an Etheric Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Omega Logitike&lt;br /&gt;
&lt;br /&gt;
Gun Fu (2 trait points): You can roll Senses + Firearms to &amp;quot;block&amp;quot; firearms attacks made at close combat ranges as a normal reaction.  By spending one Focus you can also do this at all ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Hero 1, Close Combat Gunslinger&lt;br /&gt;
&lt;br /&gt;
==Chrysanth Related Traits==&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior. Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of integrated Solo Praxis.  Because they are integrated into the Solonarch&#039;s body, Solinarch Solo Praxis are used with Aether + Aether Channel rather than Intellect + Thaumatech.  A Solinarch may choose five Solo Praxis to be slotted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Flow like Water&amp;quot; (1 trait point): Gain one extra Advantage from successful throws.&lt;br /&gt;
&lt;br /&gt;
Mantle of the Chosen (1 trait point): Gain +5 edge in social conflict with Jibrilites who hold a positive or neutral view of the Chosen.  Suffer a -5 edge penalty in social conflict with Jibrilites who hold a negative view of the Chosen.&lt;br /&gt;
&lt;br /&gt;
Graviton Master (2 trait points): Manipulate gravity waves with a touch.&lt;br /&gt;
::Spend Willpower for Advantage in addition to Adrenaline&lt;br /&gt;
::Spend Willpower for follow-through on any successful unarmed attack&lt;br /&gt;
::Increase ground and throw damage to 1d6, affected by threshold multiplier&lt;br /&gt;
::Pin with 1d6 Physique DC, affected by threshold multiplier&lt;br /&gt;
::Reduce threshold by +1 per 5 Intellect + Thaumatech&lt;br /&gt;
&lt;br /&gt;
==Gregorio Related Traits==&lt;br /&gt;
&lt;br /&gt;
Mad Scientist (??? trait points): Just like an evil villain makes a monologue for this dastardly plan, so too will a mad scientist babble his work to no one in particular about his craft. Doing so will make you sound disturbed to any listening, but the +1 to your Willpower when you commit makes it worthwhile.&lt;br /&gt;
&lt;br /&gt;
Psyche (1 Trait points): Natural telepathic ability, including the ability to switch teletex routers and establish mind to mind connections.  This ability still requires the target possess a teletex or logotex, but allows the Psyche to overcome the usual routing restrictions.&lt;br /&gt;
&lt;br /&gt;
Unbound Psyche (3 Trait points): The ability to use telepathy without a teletex.&lt;br /&gt;
&lt;br /&gt;
Coded Autoclaire Operator (1 Trait point): Use Intellect + Thaumatech to create semi-autonomous praxis macros to operate an Autoclaire.&lt;br /&gt;
&lt;br /&gt;
Synergent Autoclaire Operator (2 Trait points): Pilot an Autoclaire using combat initiative and personal stats lile Physique + Athletics or Senses + Firearms&lt;br /&gt;
&lt;br /&gt;
Integrant Autoclaire Operator (3 Trait points): Pilot an Autoclaire with magic initiative and Aether + Aether Channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ranged_Combat_Traits&amp;diff=67238</id>
		<title>Ranged Combat Traits</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ranged_Combat_Traits&amp;diff=67238"/>
		<updated>2019-05-29T22:35:20Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
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&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Close Combat Gunslinger&#039;&#039;&#039; (2 trait points)&lt;br /&gt;
Within 10m pistols count as melee close combat weapons as well as ranged weapons.&lt;br /&gt;
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 10m&lt;br /&gt;
Can pay Focus or Adrenaline to use pistol attacks as lead up or follow through actions before or after unarmed attacks.&lt;br /&gt;
::2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
::4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
::6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
::8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat. Activate as a free action.&lt;br /&gt;
::10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Draw Gunslinger&#039;&#039;&#039; (1 trait point)&lt;br /&gt;
Can only be used with pistol weapons.&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&lt;br /&gt;
::Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Firearms 4, Alertness 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ranged_Combat_Traits&amp;diff=67237</id>
		<title>Ranged Combat Traits</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ranged_Combat_Traits&amp;diff=67237"/>
		<updated>2019-05-29T22:33:53Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Close Combat Gunslinger&#039;&#039;&#039; (2 trait points)&lt;br /&gt;
Within 10m pistols count as melee close combat weapons as well as ranged weapons.&lt;br /&gt;
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 10m&lt;br /&gt;
Can pay Focus to use pistol attacks as lead up or follow through actions after strikes or grapples.&lt;br /&gt;
&lt;br /&gt;
        2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
        4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
        6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
        8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat. Activate as a free action.&lt;br /&gt;
        10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Draw Gunslinger&#039;&#039;&#039; (1 trait point)&lt;br /&gt;
Can only be used with pistol weapons.&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&lt;br /&gt;
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        Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
        Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
        Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
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Prerequisites: Firearms 4, Alertness 4&lt;br /&gt;
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Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ranged_Combat_Traits&amp;diff=67236</id>
		<title>Ranged Combat Traits</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ranged_Combat_Traits&amp;diff=67236"/>
		<updated>2019-05-29T22:32:11Z</updated>

		<summary type="html">&lt;p&gt;IXJac: Created page with &amp;quot;Return to AI:L Trait List&amp;lt;br&amp;gt;    &amp;#039;&amp;#039;&amp;#039;Jibrilite Duelling Style (1 trait point)&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; A formalized duelling style created in Jibril for tests of etheric and martial prowess...&amp;quot;&lt;/p&gt;
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&lt;div&gt;Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Jibrilite Duelling Style (1 trait point)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A formalized duelling style created in Jibril for tests of etheric and martial prowess between nobles.  It makes full use of the Arclave&#039;s ability to create and cleave through matter, and allows the duelist to apply their thaumatechnical knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
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When in Offensive Stance gain +1 Edge to initiative.&amp;lt;br&amp;gt;&lt;br /&gt;
As a defensive action can spend 1 Aether and roll Physique + Thaumatech against a threshold of 5 to give the light trails of the Arclave physical form.  Each success creates one trail.  Trails can be used to:&amp;lt;br&amp;gt;&lt;br /&gt;
::Add a +2 to defensive actions&lt;br /&gt;
::Add 5 DR (etheric, charged) against ranged attacks&lt;br /&gt;
::Conduct a 20m thrown ranged attack with the sword as a standard action (this attack does not benefit from physical factor multipliers)&lt;br /&gt;
::Conduct a free riposte&lt;br /&gt;
The light trails cannot leave the square in which they were created and will dissipate if the duellist leaves.  The duellist cannot have more light trails active than their Intellect + Thaumatech skill at any one time.&lt;br /&gt;
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&#039;&#039;&#039;Zenith Ultimate Sword Sovereignty Style (3 trait points)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A devastating melee art developed by the Imperial Zenith Knights, intended to be the ultimate magical melee combat style.  It makes Zenith Knights nearly unbeatable in close combat.&amp;lt;br&amp;gt;&lt;br /&gt;
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Switch between close combat stances as a free interrupt.&amp;lt;br&amp;gt;&lt;br /&gt;
Double all stance advantage bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain +1 Combat Advantage whenever you gain advantage due to close combat or Exploit expenditure.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, regain 1 Exploit of your choice when you remove an opponent&#039;s Health Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Trigger spells as lead-up or follow-on attacks for 1 Aether.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Exploit of your choice to conduct follow-on melee attacks while in Offensive stance.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Adrenaline to add +10 to Athletics for one turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Focus to add +10 to Alertness for one turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Willpower to add +5 to Concentration for one turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Aether to add +5 to Aether Channel for one turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67235</id>
		<title>AI:L Trait List</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67235"/>
		<updated>2019-05-29T22:31:39Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
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&lt;div&gt;Return to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
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=&#039;&#039;&#039;Ancestry Traits&#039;&#039;&#039;=&lt;br /&gt;
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All characters must take one Ancestry Trait to show where they come from.  In the hierarchical world the Chosen and Zenith have created this is the most important Trait for many characters and defines who they are and what they may become.&lt;br /&gt;
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A character can pick a second Ancestry Trait at a cost of +1 trait point as a mixed ancestry surcharge, in addition to the cost of the additional Ancestry Trait.&lt;br /&gt;
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==Jibrlite Traits==&lt;br /&gt;
&lt;br /&gt;
Jibrilite Pol (1 trait point) – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
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Jibrilite Noble (2 trait points) - Nobles are the leaders of the Jibril Dominions and are trained from birth to be paragons of their Chosen.  They gain a +1 bonus to five skills and +2 Core Aether.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
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Jibrilite Codex (3 trait points) – Codex heritage Jibrilites are members of the trusted Hiero Houses of the Chosen, and have access to the greatest secrets of the Chosen.  Codex Jibrilites gain +1 Aether and +4 Core Aether.  They also gain +1 to the Thaumatech skill due to a natural affinity for the magic of the Chosen.  Codex is a prerequisite for the highest level Thaumatech traits and abilities.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
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Jibrilite Construct (3 trait points) – Jibrilite Constructs are beings created through the technomagical artifice of the Chosen.  Constructs serve a variety of purposes, from vessels for the Chosen, thamatechnically modified inquisitors, to massive military constructs.  Constructs gain either: +1 to all four stats; +2 to one stat and +1 to one stat; or +3 to one stat and -1 to one stat.  As Jibrilites they get access to the Thaumatech Alpha trait for free.  Constructs must also select at least -1 in negative traits, for which they do not receive an additional trait point.&lt;br /&gt;
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==Zenith Empire Traits==&lt;br /&gt;
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Zenith Commoner – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.&lt;br /&gt;
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Zenith Noble&lt;br /&gt;
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Zenith Magus&lt;br /&gt;
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Elven Commoner (1 trait point) Commoners take the “Weirdling” trait for free.  Commoners suffer a -5 edge in social conflict against Nobles and a -10 edge in social conflict against Royals. Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  Elven Commoners Gain +1 Core Aether, +1 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals.  Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill.  Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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Elven Royal (3 trait points) Royals may take the “Ethereal Beauty” and “Eternal” traits for free.  Elven Royals gain +2 Aether, +5 Core Aether and +5 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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==Mikealan Traits==&lt;br /&gt;
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Eleutherian Plebian (1 trait point) - Plebs gain one bonus CP whenever they are awarded CP due to striving to show themselves the equal of the Patricians.  Due to the superior education of the Republic, Plebs gain a +1 bonus to five skills points.&lt;br /&gt;
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Eleutherian Patrician (2 trait points) – Patricians are the old noble families of the Republic.  Due to the superior education of the Republic they gain +2 bonus to five skills.  If an Eleutherian Patrician picks a Jibrilite trait they do not pay the extra 1 point surcharge for mixed ancestry.&lt;br /&gt;
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==Global Ancestry Traits==&lt;br /&gt;
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Citizen of Arth (0 trait points) – Human rebels against the established order who consider themselves freed from the old shackles.  Increasingly common among Jibrilite and Mikaelan revolutionaries, but also in some Zenith communities.  Citizen of Arth cannot be taken with any other Ancestry Trait.  New Citizens may still optionally identify with any other human Ancestry Trait to show their heritage, or if they are descended from a long line of Citizens they may identify with none at all.  Either way they take none of the bonusses or penalties.  Instead they gain one additional Trait points due to their broader understanding of the possibilities of an unbound humanity.&lt;br /&gt;
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=&#039;&#039;&#039;Negative Traits&#039;&#039;&#039;=&lt;br /&gt;
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Negative Traits are penalties a character can take to grant themselves more trait points to spend elsewhere.  A character can start with up to five points in Negative Traits.  A character can also have these traits inflicted upon themselves over the course of play.  The cost of a negative trait is how may trait points it returns to the character.&lt;br /&gt;
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Short (-1 trait point): Your character is 4-5 feet tall, and suffers a -2 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
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Very Short (-2 trait points): Your character is 3-4 feet tall, and suffers a -4 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
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War Wound (-1 trait points): Your character has lingering injuries that have never fully healed. They suffer a -2 penalty to one Exploit Pool. This quirk cannot be taken if it would reduce the pool below 0. The nature of the wound should be detailed, such as a stiff leg from an arrow to the knee (-2 Adrenaline), or the shakes from mental trauma (-2 Will) or a lost eye from a bullet graze (-2 Focus). It can be upgraded to a serious war wound for double the Exploit cost, and two trait points.&lt;br /&gt;
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Sealed Powers (Variable): Your character must meet certain conditions before a selected trait can be used.  These conditions can be fairly straightforward such as the authorization of a superior, or the consumption of a particular substance, or they can be more esoteric such as a particular time of day, or only against a specific opponent.  The cost of this negative trait is the cost of the trait it is linked to.  This is modified by +1 for a condition that could be easily met at any time such as the permission of another party member, consuming a combat drug, only after the enemy has fired first, or inflicting a small amount of damage to themselves with a cut.  There is no modification for a moderately difficult condition such as the permission of an ally who is not always present, only after wounding or killing an opponent, only against a broad group of enemies, or only working in daylight or at nightime.  The cost is increased by -1 for a condition that would be difficult to fulfill in the course of normal play such as only activating at a certain hour of day (sunrise and twilight, high noon) or day of the week, or only against a specific individual.  Particularly difficult to meet conditions could have this increased to -2.&lt;br /&gt;
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Combat Drug Addiction (-1 trait point): Your character is addicted to combat drugs and must use them at least once a session or suffer a -3 penalty to all rolls in the subsequent session until they use them.  This penalty increases by 1 for each subsequent session of withdrawal until it reaches a maximum of 5 after three sessions.  Thereafter it declines at the same rate until it reaches 0 and the trait becomes dormant until combat drugs are used again.&lt;br /&gt;
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Etheric Flame (-1 trait point): Your character possesses an internal etheric flame that burns like a bonfire, shining brightly to all with etheric sight.  Others using Aspex or Second Sight gain a +3 to detect this character, and can do so even if the character has no aura.&lt;br /&gt;
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Thautech Lock (-2 trait points): Your character is locked out of all Chosen praxis, and attempting to use them triggers a damaging etheric feedback loop that inflicts the equivalent of an Etherbolt attack with no possible defense.  This is a very common trait for Elves.&lt;br /&gt;
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Unsettling (-1 trait point): Something is very socially &amp;quot;off&amp;quot; about this character, enough so that others will immediately notice it and become wary, hostile or seek to keep their distance.  They may be badly disfigured, be covered in gang tattoos, or just have a particularly off-putting attitude.  Because of their unsettling nature the character suffers a -3 edge to their rolls in social conflict.  This penalty does not apply to the use of one liners in short round combat, or interrogation in long round conflict, and does not affect their defensive static values.&lt;br /&gt;
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Anchored Chakras (-1 trait point): The character is firmly &amp;quot;anchored&amp;quot; in Apatha, so much so that they neither reach nor cross the Veil Between Worlds.  The character cannot use Veil magic of any sort, and others attempting to target them with veil magic suffer a -5 edge penalty.  This trait can only be taken by Willworkers or Thaumatechs.  It cannot be taken by those with no Etheric powers, or by Sorcerers.&lt;br /&gt;
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Adamant Chakras (-1 trait point): The character&#039;s form is resolutely static and resists all forms of transmutation.  The character cannot use transmutation magic of any sort, and others attempting to target them with transmutation magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Fated Chakras (-1 trait point): The character&#039;s fate marches relentlessly down the path of causality and is resistant against manipulation in space and time.  The character cannot use Continuum magic of any sort, and others attempting to target them with Continuum magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Captive Chakras (-1 trait point): The character&#039;s etheric essence is tightly contained and they emit no more Aura than any normal living being.  The character cannot use Aura magic of any sort, and others attempting to target them with Aura magic suffer a -3 edge penalty.  This trait can only be taken by Thaumatechs.  It cannot be taken in conjuction with Willwork or Sorcery.&lt;br /&gt;
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Wyrmfood (-3 trait points): This character&#039;s aura is of particular notice to that lie across the Veil, and there are many in Peritha who would seek to capture and consume it.  At the end of each round where the character&#039;s aura is 1 or more, roll 1d10.  On a roll of 11 or more, a creature from across the Veil has taken notice and will join the fight, attempting to capture the character and their delicious aura.  The character can avoid making this roll by spending 1 Willpower to suppress the Aura effects, so long as their Aura is no higher than their Intellect.  This trait can only be taken by Willworkers or Sorcerers.  The musty auras of Thamatechs are apparently quite bland to Perithans.&lt;br /&gt;
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Frail (-2 trait points): The character&#039;s body is particularly frail.  They suffer a -2 to PS per Health Level and roll at +1 to all wound effects.&lt;br /&gt;
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Combat Timer (-3 trait points): The character has only a limited amount of time in which they can engage in combat.  Each time the character rolls for initiative they must expend one exploit.  Which exploit this is (Adrenaline, Focus, Willpower or Core Aether) is chosen when this trait is picked and cannot be changed.  If the character cannot spend an exploit of this type they immediately drop out of combat.&lt;br /&gt;
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Stage fright (-1 trait points): The character is deathly afraid of speaking in public, and must spend 1 Willpower for every long round they engage in social conflict or drop out of the conflict.&lt;br /&gt;
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Doomed (-5 trait points): The character is doomed. The nature of this doom, whether it be a terrible prophecy, a life near its natural end, or an active death wish should be defined by the player. When the character gains enough CP to gain a Hero level they will still gain the level but then cease gaining CP and will soon die.  Once that point is reached, any attack by another character sufficient to kill them will automatically do so, at the attacker&#039;s discretion.  The attacking character will gain from 1 to 5 CP for making that death particularly dramatic or appropriate.  Aside from this, the Doomed character&#039;s death cannot be used to gain CP, Power or Fate by another character.  Can only be taken by Hero 1 or higher.&lt;br /&gt;
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=&#039;&#039;&#039;Combat Traits&#039;&#039;&#039;=&lt;br /&gt;
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Basic Leadership (0 trait points - 1 leadership skill)&lt;br /&gt;
Targets one size bracket by default.&lt;br /&gt;
::“Commanding Shout”: 2 Advantage to expand leadership benefits.  Zero Threshold of five, granting effect over one additional size bracket per success, up to a maximum of four additional brackets (1*/3/7/15/31).&lt;br /&gt;
::“On My Target”: 4 Advantage to have allies engage the same target, gaining +2 Edge to hit per size bracket.&lt;br /&gt;
::“Take Cover”: 6 Advantage and 1 Willpower to grant a defensive reaction to ally.&lt;br /&gt;
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Basic Marksmanship (0 trait points - 1 firearms skill)&lt;br /&gt;
:::2 Advantage for +1d6 damage&lt;br /&gt;
:::4 Advantage for +2d6 &lt;br /&gt;
:::6 Advantage for +3d6&lt;br /&gt;
:::8 Advantage for +4d6&lt;br /&gt;
:::10 Advantage for +5d6&lt;br /&gt;
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Basic Grappling (0 trait points - 1 unarmed skill)&lt;br /&gt;
Standard attack Throw 1 - steal +1 Advantage per Threshold&lt;br /&gt;
:::2 Advantage to Ground - deal 1d3 damage and cost an action &lt;br /&gt;
:::4 Advantage to Throw 2 - steal +1 Advantage per Threshold and move opponent to adjacent square&lt;br /&gt;
:::6 Advantage for Flow - Set up defensive pattern to Throw 1 all attackers&lt;br /&gt;
:::8 Advantage for Throw 3 - steal +1 Advantage per Threshold and move opponent threshold steps in squares&lt;br /&gt;
:::10 Advantage for Weave - Set up defensive pattern to Ground all attackers&lt;br /&gt;
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“BOOM Headshot” (1 trait point): Half the Advantage cost of Shot Placement maneuvers, and add Overwhelming 1 to all Shot Placement attacks.&lt;br /&gt;
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Crusader Combat Training (1 trait point)&lt;br /&gt;
::“Up and down”: 2 Advantage to move 5m without triggering a Reaction&lt;br /&gt;
::“Fast Reload”: 4 Advantage to reload as a free action&lt;br /&gt;
::“Five Rounds Rapid!”: 6 Advantage when conducting rapid fire to use it at any range.&lt;br /&gt;
::“Combat Sense”: 8 Advantage to pre-empt an attack and take a Reaction shot first&lt;br /&gt;
::“Soldier’s Luck”: 10 Advantage to cancel a hit.&lt;br /&gt;
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“Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap.  Gain one advantage for each point of ammunition spent.&lt;br /&gt;
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Crusader Leadership Training (2 trait points)&lt;br /&gt;
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Adrenal Advantage (1 trait point): Gain one extra Advantage when spending Adrenaline for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Physique 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Focused Advantage (1 trait point): Gain one extra Advantage when spending Focus for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Senses 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Willful Advantage (1 trait point): Gain one extra Advantage when spending Willpower for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
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Aetheric Aura (1 trait point): Gain one extra Advantage or Aura when spending Core Aether for Advantage or Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Aether 4&amp;lt;br&amp;gt;&lt;br /&gt;
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=&#039;&#039;&#039;Magic Traits&#039;&#039;&#039;=&lt;br /&gt;
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==Thaumatech Traits==&lt;br /&gt;
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Thaumatech Alpha Access (1 trait points): Thaumatech Alpha Access is the basic ability to use and program Thaumatech praxi.  It is not required to operate most Thaumatech machines, but can be required to maintain them and can be used to override or control them.  This ability is mostly based on genetic encoding and some basic training.  Because the Alpha level Thaumatech safeties can be breached with little effort, it can also be purchased by any character, however it is free for Jibrilites.&lt;br /&gt;
Prerequisites: Skill: Thaumatech 1&lt;br /&gt;
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Thaumatech Gamma Access (2 trait points): Thaumatech Gamma Access allows advanced praxis programming, including the construction and modification of new spells.  It has historically been the province only of the privileged elite of the Jibrilite Dominions.  This trait can only be taken by Jibrilites due to the safeties involved in the praxi, however these safeties can be overcome with certain quirks.&lt;br /&gt;
Prerequisites: Hero Level: 1, Skill: Thaumatech 5, Trait: Alpha Access, Quirk: Jibrilite Nobles, Codex, Library, Tinker, or Abomination&lt;br /&gt;
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Thaumatech Zeta Access (3 trait points): Thaumatech Zeta Access allows Chosen level administrator access to various praxi, and its use is highly restricted to the most senior levels of the church hierarchy.  This trait can only be taken by Jibrilites due to the safeties involved in the praxis.  There are continual rumours that a handful of non Jibrilites have managed to crack these safeties, however since the most recent of these involves a mad Kobold thaumatek these are not considered credible.&lt;br /&gt;
Prerequisites: Hero Level: 3, Skill: Thaumatech 8, Trait: Alpha Access, Quirk: Jibrilite Codex, or Abomination&lt;br /&gt;
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Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior.  Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of Solo Praxis.&lt;br /&gt;
Prerequisites: Hero Level: 2, Quirk: Jibrilite Construct, Codex&lt;br /&gt;
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=Possible Character Traits=&lt;br /&gt;
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==Jonas Related Traits==&lt;br /&gt;
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Physical Conditioning (1 trait point): You gain +5 maximum Physical Stress to every health level, and -1 to lingering wound rolls.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 3&lt;br /&gt;
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Perseverance (1 trait point): You gain an extra Health Level.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 4&lt;br /&gt;
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Pumped/Focused/Willful/Aetheric (1 trait point): +1 to one Exploit pool.  Can be taken multiple times.  Exploit pool cannot exceed double the stat value.&lt;br /&gt;
&lt;br /&gt;
Orator (2 trait points) Access to the Oratory conversation options&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Conversation 4&lt;br /&gt;
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Diva (3 trait points) Gain 1 Willpower after succeeding in a Social Action against a large audience.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 3&lt;br /&gt;
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Rhetorical Recovery (2 trait points): Cancel one point of vibe immediately after it is inflicted by spending 1 Willpower as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 5&lt;br /&gt;
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Republic Weapons Training (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Firearms 2&lt;br /&gt;
&lt;br /&gt;
Republic Officer Training (3 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Leadership 3&lt;br /&gt;
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Guerilla (1 trait point): Access to the Guerilla tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Tactics 3&lt;br /&gt;
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Chessmaster (3 trait points): Access to the Chessmaster tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Planned Support&amp;quot;: 2 Advantage to make a supporting roll as a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Tactics 5&lt;br /&gt;
&lt;br /&gt;
TrackIron Operator (1 trait point): Ability to operate TrackIrons without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AutoGear Operator (2 trait points): Ability to operate AutoGears without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tank Hunter (1 trait point): Access to the Tank Hunter Weapon System combat options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Weapon Systems 3&lt;br /&gt;
&lt;br /&gt;
Merciless (1 trait point): Gain +1 Advantage for hitting exposed targets.  Gain an additional +1 advantage for killing or incapacitating them.&lt;br /&gt;
&lt;br /&gt;
==Aran Related Traits==&lt;br /&gt;
&lt;br /&gt;
Ethereal Beauty (1 trait point): +3 to all Graces rolls, and all Graces based social successes are considered one level higher.&lt;br /&gt;
Prerequisite: Elf, or Physique or Intellect of 5&lt;br /&gt;
&lt;br /&gt;
Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions.&lt;br /&gt;
Prerequisite: Physique of Intellect of 5&lt;br /&gt;
 &lt;br /&gt;
Magi Aspirant (1 trait point): Magi Aspirant is the entry level into the Zenith style of Willwork, common across Heylel and Rafaela.  It provides access to the bronze circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Skill: Willwork 1&lt;br /&gt;
&lt;br /&gt;
Magi Adept (2 trait points):  Magi Aspirant is the journeyman level of the Zenith style of Willwork.  It provides access to the silver circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 1, Skill: Willwork 3&lt;br /&gt;
&lt;br /&gt;
Magi Master (3 trait points):  Magi Master is the highest commonly attained level of the Zenith style of Willwork.  It provides access to the gold circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 2, Skill: Willwork 5&lt;br /&gt;
&lt;br /&gt;
Zenith Bayonet Training (1 trait point):&lt;br /&gt;
&lt;br /&gt;
Elven Fencing Style (2 trait points): Elven sword and magic combat options&lt;br /&gt;
Prerequisites: Melee 3, Elf or Elven Circles&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options&lt;br /&gt;
Prerequisites: Hero 2, Skill: Melee 6&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Combat Magi (3 trait points): Zenith combat spell options&lt;br /&gt;
Prerequisites: Hero 2, Trait: Magi Adept&lt;br /&gt;
&lt;br /&gt;
Elven Glamour Magic (2 trait points): Tricksy elven foolery options&lt;br /&gt;
Prerequisites: Elf or Elven Circles, Trait: Magi Aspirant&lt;br /&gt;
&lt;br /&gt;
Night Court Doom Magic (5 trait points): OP elven doomspell BS options&lt;br /&gt;
Prerequisites: Hero 3, Trait: Magi Master&lt;br /&gt;
&lt;br /&gt;
Aint Got Time to Bleed! (3 trait points): Gain 1 Adrenaline at the end of any combat round in which you were wounded.&lt;br /&gt;
Prerequisites: Hero 1, Physique 3&lt;br /&gt;
&lt;br /&gt;
Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Physique 5&lt;br /&gt;
&lt;br /&gt;
==Alice Related Traits==&lt;br /&gt;
&lt;br /&gt;
Basic Strikes (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::For every 2 Advantage: Reduce Physical Factor by +1 for one round.&lt;br /&gt;
&lt;br /&gt;
Basic Throws (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Sweep,&amp;quot; Attempt advantage transfer.&lt;br /&gt;
::4 Advantage: &amp;quot;Ground,&amp;quot; cost target their next action with a successful attack.&lt;br /&gt;
::6 Advantage: &amp;quot;Fling,&amp;quot; Throw target 5m, including into another person.  Grounds if athletics check failed.&lt;br /&gt;
::8 Advantage: &amp;quot;Fling,&amp;quot; Throw target 10m.&lt;br /&gt;
::10 Advantage: &amp;quot;Fling,&amp;quot; Throw target 15m.&lt;br /&gt;
&lt;br /&gt;
Basic Grapples (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Pin&amp;quot; Immobilize a character on the ground&lt;br /&gt;
::4 Advantage: &amp;quot;Hold&amp;quot; Immobilize a character while standing&lt;br /&gt;
::6 Advantage: &amp;quot;Joint Lock&amp;quot; cost opponent one HL if they take an action&lt;br /&gt;
::8 Advantage: &amp;quot;Joint Break&amp;quot; cost opponent one HL.&lt;br /&gt;
::10 Advantage: &amp;quot;Submission&amp;quot; incapacitate an opponent if they fail an Athletics check.&lt;br /&gt;
&lt;br /&gt;
Close Combat Gunslinger (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Within 10m pistols count as melee close combat weapons as well as ranged weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Focus to use pistol attacks as lead up or follow through actions after strikes or grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
::4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
::6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
::8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat.  Activate as a free action.&lt;br /&gt;
::10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
Quick Draw Gunslinger: (1 trait point)&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be used with pistol weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
Prerequisites: Firearms 4, Alertness 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two Handed Gunslinger (2 trait points)&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4&lt;br /&gt;
&lt;br /&gt;
Alpha Logitike (1 trait point): Jibrilite non-combat willwork spells, or &amp;quot;Lotek Praxi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Omega Logitike (1 trait point): Jibrilite combat Lotek Praxi.&lt;br /&gt;
&lt;br /&gt;
Omega Crucible (2 trait points): Jibrilite Crusader magical martial art focusing on the use of transmutation to deliver powerful strikes&lt;br /&gt;
Can change Combat Advantage to Aura as a free action, raising Aura by as much as the character&#039;s Aether attribute.&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Core Aether to follow through on any close combat strike with an Etheric Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Omega Logitike&lt;br /&gt;
&lt;br /&gt;
Gun Fu (2 trait points): You can roll Senses + Firearms to &amp;quot;block&amp;quot; firearms attacks made at close combat ranges as a normal reaction.  By spending one Focus you can also do this at all ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Hero 1, Close Combat Gunslinger&lt;br /&gt;
&lt;br /&gt;
==Chrysanth Related Traits==&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior. Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of integrated Solo Praxis.  Because they are integrated into the Solonarch&#039;s body, Solinarch Solo Praxis are used with Aether + Aether Channel rather than Intellect + Thaumatech.  A Solinarch may choose five Solo Praxis to be slotted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Flow like Water&amp;quot; (1 trait point): Gain one extra Advantage from successful throws.&lt;br /&gt;
&lt;br /&gt;
Mantle of the Chosen (1 trait point): Gain +5 edge in social conflict with Jibrilites who hold a positive or neutral view of the Chosen.  Suffer a -5 edge penalty in social conflict with Jibrilites who hold a negative view of the Chosen.&lt;br /&gt;
&lt;br /&gt;
Graviton Master (2 trait points): Manipulate gravity waves with a touch.&lt;br /&gt;
::Spend Willpower for Advantage in addition to Adrenaline&lt;br /&gt;
::Spend Willpower for follow-through on any successful unarmed attack&lt;br /&gt;
::Increase ground and throw damage to 1d6, affected by threshold multiplier&lt;br /&gt;
::Pin with 1d6 Physique DC, affected by threshold multiplier&lt;br /&gt;
::Reduce threshold by +1 per 5 Intellect + Thaumatech&lt;br /&gt;
&lt;br /&gt;
==Gregorio Related Traits==&lt;br /&gt;
&lt;br /&gt;
Mad Scientist (??? trait points): Just like an evil villain makes a monologue for this dastardly plan, so too will a mad scientist babble his work to no one in particular about his craft. Doing so will make you sound disturbed to any listening, but the +1 to your Willpower when you commit makes it worthwhile.&lt;br /&gt;
&lt;br /&gt;
Psyche (1 Trait points): Natural telepathic ability, including the ability to switch teletex routers and establish mind to mind connections.  This ability still requires the target possess a teletex or logotex, but allows the Psyche to overcome the usual routing restrictions.&lt;br /&gt;
&lt;br /&gt;
Unbound Psyche (3 Trait points): The ability to use telepathy without a teletex.&lt;br /&gt;
&lt;br /&gt;
Coded Autoclaire Operator (1 Trait point): Use Intellect + Thaumatech to create semi-autonomous praxis macros to operate an Autoclaire.&lt;br /&gt;
&lt;br /&gt;
Synergent Autoclaire Operator (2 Trait points): Pilot an Autoclaire using combat initiative and personal stats lile Physique + Athletics or Senses + Firearms&lt;br /&gt;
&lt;br /&gt;
Integrant Autoclaire Operator (3 Trait points): Pilot an Autoclaire with magic initiative and Aether + Aether Channel&lt;br /&gt;
&lt;br /&gt;
[[Melee Combat Traits]]&lt;br /&gt;
&lt;br /&gt;
[[Ranged Combat Traits]]&lt;br /&gt;
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[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67234</id>
		<title>AI:L Trait List</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67234"/>
		<updated>2019-05-29T22:31:07Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Alice Related Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
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=&#039;&#039;&#039;Ancestry Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
All characters must take one Ancestry Trait to show where they come from.  In the hierarchical world the Chosen and Zenith have created this is the most important Trait for many characters and defines who they are and what they may become.&lt;br /&gt;
&lt;br /&gt;
A character can pick a second Ancestry Trait at a cost of +1 trait point as a mixed ancestry surcharge, in addition to the cost of the additional Ancestry Trait.&lt;br /&gt;
&lt;br /&gt;
==Jibrlite Traits==&lt;br /&gt;
&lt;br /&gt;
Jibrilite Pol (1 trait point) – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Noble (2 trait points) - Nobles are the leaders of the Jibril Dominions and are trained from birth to be paragons of their Chosen.  They gain a +1 bonus to five skills and +2 Core Aether.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Codex (3 trait points) – Codex heritage Jibrilites are members of the trusted Hiero Houses of the Chosen, and have access to the greatest secrets of the Chosen.  Codex Jibrilites gain +1 Aether and +4 Core Aether.  They also gain +1 to the Thaumatech skill due to a natural affinity for the magic of the Chosen.  Codex is a prerequisite for the highest level Thaumatech traits and abilities.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Construct (3 trait points) – Jibrilite Constructs are beings created through the technomagical artifice of the Chosen.  Constructs serve a variety of purposes, from vessels for the Chosen, thamatechnically modified inquisitors, to massive military constructs.  Constructs gain either: +1 to all four stats; +2 to one stat and +1 to one stat; or +3 to one stat and -1 to one stat.  As Jibrilites they get access to the Thaumatech Alpha trait for free.  Constructs must also select at least -1 in negative traits, for which they do not receive an additional trait point.&lt;br /&gt;
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==Zenith Empire Traits==&lt;br /&gt;
&lt;br /&gt;
Zenith Commoner – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.&lt;br /&gt;
&lt;br /&gt;
Zenith Noble&lt;br /&gt;
&lt;br /&gt;
Zenith Magus&lt;br /&gt;
&lt;br /&gt;
Elven Commoner (1 trait point) Commoners take the “Weirdling” trait for free.  Commoners suffer a -5 edge in social conflict against Nobles and a -10 edge in social conflict against Royals. Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  Elven Commoners Gain +1 Core Aether, +1 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals.  Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill.  Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Royal (3 trait points) Royals may take the “Ethereal Beauty” and “Eternal” traits for free.  Elven Royals gain +2 Aether, +5 Core Aether and +5 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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==Mikealan Traits==&lt;br /&gt;
&lt;br /&gt;
Eleutherian Plebian (1 trait point) - Plebs gain one bonus CP whenever they are awarded CP due to striving to show themselves the equal of the Patricians.  Due to the superior education of the Republic, Plebs gain a +1 bonus to five skills points.&lt;br /&gt;
&lt;br /&gt;
Eleutherian Patrician (2 trait points) – Patricians are the old noble families of the Republic.  Due to the superior education of the Republic they gain +2 bonus to five skills.  If an Eleutherian Patrician picks a Jibrilite trait they do not pay the extra 1 point surcharge for mixed ancestry.&lt;br /&gt;
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==Global Ancestry Traits==&lt;br /&gt;
&lt;br /&gt;
Citizen of Arth (0 trait points) – Human rebels against the established order who consider themselves freed from the old shackles.  Increasingly common among Jibrilite and Mikaelan revolutionaries, but also in some Zenith communities.  Citizen of Arth cannot be taken with any other Ancestry Trait.  New Citizens may still optionally identify with any other human Ancestry Trait to show their heritage, or if they are descended from a long line of Citizens they may identify with none at all.  Either way they take none of the bonusses or penalties.  Instead they gain one additional Trait points due to their broader understanding of the possibilities of an unbound humanity.&lt;br /&gt;
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=&#039;&#039;&#039;Negative Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Negative Traits are penalties a character can take to grant themselves more trait points to spend elsewhere.  A character can start with up to five points in Negative Traits.  A character can also have these traits inflicted upon themselves over the course of play.  The cost of a negative trait is how may trait points it returns to the character.&lt;br /&gt;
&lt;br /&gt;
Short (-1 trait point): Your character is 4-5 feet tall, and suffers a -2 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
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Very Short (-2 trait points): Your character is 3-4 feet tall, and suffers a -4 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
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War Wound (-1 trait points): Your character has lingering injuries that have never fully healed. They suffer a -2 penalty to one Exploit Pool. This quirk cannot be taken if it would reduce the pool below 0. The nature of the wound should be detailed, such as a stiff leg from an arrow to the knee (-2 Adrenaline), or the shakes from mental trauma (-2 Will) or a lost eye from a bullet graze (-2 Focus). It can be upgraded to a serious war wound for double the Exploit cost, and two trait points.&lt;br /&gt;
&lt;br /&gt;
Sealed Powers (Variable): Your character must meet certain conditions before a selected trait can be used.  These conditions can be fairly straightforward such as the authorization of a superior, or the consumption of a particular substance, or they can be more esoteric such as a particular time of day, or only against a specific opponent.  The cost of this negative trait is the cost of the trait it is linked to.  This is modified by +1 for a condition that could be easily met at any time such as the permission of another party member, consuming a combat drug, only after the enemy has fired first, or inflicting a small amount of damage to themselves with a cut.  There is no modification for a moderately difficult condition such as the permission of an ally who is not always present, only after wounding or killing an opponent, only against a broad group of enemies, or only working in daylight or at nightime.  The cost is increased by -1 for a condition that would be difficult to fulfill in the course of normal play such as only activating at a certain hour of day (sunrise and twilight, high noon) or day of the week, or only against a specific individual.  Particularly difficult to meet conditions could have this increased to -2.&lt;br /&gt;
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Combat Drug Addiction (-1 trait point): Your character is addicted to combat drugs and must use them at least once a session or suffer a -3 penalty to all rolls in the subsequent session until they use them.  This penalty increases by 1 for each subsequent session of withdrawal until it reaches a maximum of 5 after three sessions.  Thereafter it declines at the same rate until it reaches 0 and the trait becomes dormant until combat drugs are used again.&lt;br /&gt;
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Etheric Flame (-1 trait point): Your character possesses an internal etheric flame that burns like a bonfire, shining brightly to all with etheric sight.  Others using Aspex or Second Sight gain a +3 to detect this character, and can do so even if the character has no aura.&lt;br /&gt;
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Thautech Lock (-2 trait points): Your character is locked out of all Chosen praxis, and attempting to use them triggers a damaging etheric feedback loop that inflicts the equivalent of an Etherbolt attack with no possible defense.  This is a very common trait for Elves.&lt;br /&gt;
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Unsettling (-1 trait point): Something is very socially &amp;quot;off&amp;quot; about this character, enough so that others will immediately notice it and become wary, hostile or seek to keep their distance.  They may be badly disfigured, be covered in gang tattoos, or just have a particularly off-putting attitude.  Because of their unsettling nature the character suffers a -3 edge to their rolls in social conflict.  This penalty does not apply to the use of one liners in short round combat, or interrogation in long round conflict, and does not affect their defensive static values.&lt;br /&gt;
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Anchored Chakras (-1 trait point): The character is firmly &amp;quot;anchored&amp;quot; in Apatha, so much so that they neither reach nor cross the Veil Between Worlds.  The character cannot use Veil magic of any sort, and others attempting to target them with veil magic suffer a -5 edge penalty.  This trait can only be taken by Willworkers or Thaumatechs.  It cannot be taken by those with no Etheric powers, or by Sorcerers.&lt;br /&gt;
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Adamant Chakras (-1 trait point): The character&#039;s form is resolutely static and resists all forms of transmutation.  The character cannot use transmutation magic of any sort, and others attempting to target them with transmutation magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Fated Chakras (-1 trait point): The character&#039;s fate marches relentlessly down the path of causality and is resistant against manipulation in space and time.  The character cannot use Continuum magic of any sort, and others attempting to target them with Continuum magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
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Captive Chakras (-1 trait point): The character&#039;s etheric essence is tightly contained and they emit no more Aura than any normal living being.  The character cannot use Aura magic of any sort, and others attempting to target them with Aura magic suffer a -3 edge penalty.  This trait can only be taken by Thaumatechs.  It cannot be taken in conjuction with Willwork or Sorcery.&lt;br /&gt;
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Wyrmfood (-3 trait points): This character&#039;s aura is of particular notice to that lie across the Veil, and there are many in Peritha who would seek to capture and consume it.  At the end of each round where the character&#039;s aura is 1 or more, roll 1d10.  On a roll of 11 or more, a creature from across the Veil has taken notice and will join the fight, attempting to capture the character and their delicious aura.  The character can avoid making this roll by spending 1 Willpower to suppress the Aura effects, so long as their Aura is no higher than their Intellect.  This trait can only be taken by Willworkers or Sorcerers.  The musty auras of Thamatechs are apparently quite bland to Perithans.&lt;br /&gt;
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Frail (-2 trait points): The character&#039;s body is particularly frail.  They suffer a -2 to PS per Health Level and roll at +1 to all wound effects.&lt;br /&gt;
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Combat Timer (-3 trait points): The character has only a limited amount of time in which they can engage in combat.  Each time the character rolls for initiative they must expend one exploit.  Which exploit this is (Adrenaline, Focus, Willpower or Core Aether) is chosen when this trait is picked and cannot be changed.  If the character cannot spend an exploit of this type they immediately drop out of combat.&lt;br /&gt;
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Stage fright (-1 trait points): The character is deathly afraid of speaking in public, and must spend 1 Willpower for every long round they engage in social conflict or drop out of the conflict.&lt;br /&gt;
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Doomed (-5 trait points): The character is doomed. The nature of this doom, whether it be a terrible prophecy, a life near its natural end, or an active death wish should be defined by the player. When the character gains enough CP to gain a Hero level they will still gain the level but then cease gaining CP and will soon die.  Once that point is reached, any attack by another character sufficient to kill them will automatically do so, at the attacker&#039;s discretion.  The attacking character will gain from 1 to 5 CP for making that death particularly dramatic or appropriate.  Aside from this, the Doomed character&#039;s death cannot be used to gain CP, Power or Fate by another character.  Can only be taken by Hero 1 or higher.&lt;br /&gt;
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=&#039;&#039;&#039;Combat Traits&#039;&#039;&#039;=&lt;br /&gt;
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Basic Leadership (0 trait points - 1 leadership skill)&lt;br /&gt;
Targets one size bracket by default.&lt;br /&gt;
::“Commanding Shout”: 2 Advantage to expand leadership benefits.  Zero Threshold of five, granting effect over one additional size bracket per success, up to a maximum of four additional brackets (1*/3/7/15/31).&lt;br /&gt;
::“On My Target”: 4 Advantage to have allies engage the same target, gaining +2 Edge to hit per size bracket.&lt;br /&gt;
::“Take Cover”: 6 Advantage and 1 Willpower to grant a defensive reaction to ally.&lt;br /&gt;
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Basic Marksmanship (0 trait points - 1 firearms skill)&lt;br /&gt;
:::2 Advantage for +1d6 damage&lt;br /&gt;
:::4 Advantage for +2d6 &lt;br /&gt;
:::6 Advantage for +3d6&lt;br /&gt;
:::8 Advantage for +4d6&lt;br /&gt;
:::10 Advantage for +5d6&lt;br /&gt;
&lt;br /&gt;
Basic Grappling (0 trait points - 1 unarmed skill)&lt;br /&gt;
Standard attack Throw 1 - steal +1 Advantage per Threshold&lt;br /&gt;
:::2 Advantage to Ground - deal 1d3 damage and cost an action &lt;br /&gt;
:::4 Advantage to Throw 2 - steal +1 Advantage per Threshold and move opponent to adjacent square&lt;br /&gt;
:::6 Advantage for Flow - Set up defensive pattern to Throw 1 all attackers&lt;br /&gt;
:::8 Advantage for Throw 3 - steal +1 Advantage per Threshold and move opponent threshold steps in squares&lt;br /&gt;
:::10 Advantage for Weave - Set up defensive pattern to Ground all attackers&lt;br /&gt;
&lt;br /&gt;
“BOOM Headshot” (1 trait point): Half the Advantage cost of Shot Placement maneuvers, and add Overwhelming 1 to all Shot Placement attacks.&lt;br /&gt;
&lt;br /&gt;
Crusader Combat Training (1 trait point)&lt;br /&gt;
::“Up and down”: 2 Advantage to move 5m without triggering a Reaction&lt;br /&gt;
::“Fast Reload”: 4 Advantage to reload as a free action&lt;br /&gt;
::“Five Rounds Rapid!”: 6 Advantage when conducting rapid fire to use it at any range.&lt;br /&gt;
::“Combat Sense”: 8 Advantage to pre-empt an attack and take a Reaction shot first&lt;br /&gt;
::“Soldier’s Luck”: 10 Advantage to cancel a hit.&lt;br /&gt;
&lt;br /&gt;
“Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap.  Gain one advantage for each point of ammunition spent.&lt;br /&gt;
&lt;br /&gt;
Crusader Leadership Training (2 trait points)&lt;br /&gt;
&lt;br /&gt;
Adrenal Advantage (1 trait point): Gain one extra Advantage when spending Adrenaline for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Physique 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused Advantage (1 trait point): Gain one extra Advantage when spending Focus for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Senses 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willful Advantage (1 trait point): Gain one extra Advantage when spending Willpower for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aetheric Aura (1 trait point): Gain one extra Advantage or Aura when spending Core Aether for Advantage or Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Aether 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Magic Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
==Thaumatech Traits==&lt;br /&gt;
&lt;br /&gt;
Thaumatech Alpha Access (1 trait points): Thaumatech Alpha Access is the basic ability to use and program Thaumatech praxi.  It is not required to operate most Thaumatech machines, but can be required to maintain them and can be used to override or control them.  This ability is mostly based on genetic encoding and some basic training.  Because the Alpha level Thaumatech safeties can be breached with little effort, it can also be purchased by any character, however it is free for Jibrilites.&lt;br /&gt;
Prerequisites: Skill: Thaumatech 1&lt;br /&gt;
&lt;br /&gt;
Thaumatech Gamma Access (2 trait points): Thaumatech Gamma Access allows advanced praxis programming, including the construction and modification of new spells.  It has historically been the province only of the privileged elite of the Jibrilite Dominions.  This trait can only be taken by Jibrilites due to the safeties involved in the praxi, however these safeties can be overcome with certain quirks.&lt;br /&gt;
Prerequisites: Hero Level: 1, Skill: Thaumatech 5, Trait: Alpha Access, Quirk: Jibrilite Nobles, Codex, Library, Tinker, or Abomination&lt;br /&gt;
&lt;br /&gt;
Thaumatech Zeta Access (3 trait points): Thaumatech Zeta Access allows Chosen level administrator access to various praxi, and its use is highly restricted to the most senior levels of the church hierarchy.  This trait can only be taken by Jibrilites due to the safeties involved in the praxis.  There are continual rumours that a handful of non Jibrilites have managed to crack these safeties, however since the most recent of these involves a mad Kobold thaumatek these are not considered credible.&lt;br /&gt;
Prerequisites: Hero Level: 3, Skill: Thaumatech 8, Trait: Alpha Access, Quirk: Jibrilite Codex, or Abomination&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior.  Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of Solo Praxis.&lt;br /&gt;
Prerequisites: Hero Level: 2, Quirk: Jibrilite Construct, Codex&lt;br /&gt;
&lt;br /&gt;
=Possible Character Traits=&lt;br /&gt;
&lt;br /&gt;
==Jonas Related Traits==&lt;br /&gt;
&lt;br /&gt;
Physical Conditioning (1 trait point): You gain +5 maximum Physical Stress to every health level, and -1 to lingering wound rolls.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 3&lt;br /&gt;
&lt;br /&gt;
Perseverance (1 trait point): You gain an extra Health Level.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 4&lt;br /&gt;
&lt;br /&gt;
Pumped/Focused/Willful/Aetheric (1 trait point): +1 to one Exploit pool.  Can be taken multiple times.  Exploit pool cannot exceed double the stat value.&lt;br /&gt;
&lt;br /&gt;
Orator (2 trait points) Access to the Oratory conversation options&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Conversation 4&lt;br /&gt;
&lt;br /&gt;
Diva (3 trait points) Gain 1 Willpower after succeeding in a Social Action against a large audience.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 3&lt;br /&gt;
&lt;br /&gt;
Rhetorical Recovery (2 trait points): Cancel one point of vibe immediately after it is inflicted by spending 1 Willpower as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 5&lt;br /&gt;
&lt;br /&gt;
Republic Weapons Training (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Firearms 2&lt;br /&gt;
&lt;br /&gt;
Republic Officer Training (3 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Leadership 3&lt;br /&gt;
&lt;br /&gt;
Guerilla (1 trait point): Access to the Guerilla tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Tactics 3&lt;br /&gt;
&lt;br /&gt;
Chessmaster (3 trait points): Access to the Chessmaster tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Planned Support&amp;quot;: 2 Advantage to make a supporting roll as a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Tactics 5&lt;br /&gt;
&lt;br /&gt;
TrackIron Operator (1 trait point): Ability to operate TrackIrons without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AutoGear Operator (2 trait points): Ability to operate AutoGears without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tank Hunter (1 trait point): Access to the Tank Hunter Weapon System combat options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Weapon Systems 3&lt;br /&gt;
&lt;br /&gt;
Merciless (1 trait point): Gain +1 Advantage for hitting exposed targets.  Gain an additional +1 advantage for killing or incapacitating them.&lt;br /&gt;
&lt;br /&gt;
==Aran Related Traits==&lt;br /&gt;
&lt;br /&gt;
Ethereal Beauty (1 trait point): +3 to all Graces rolls, and all Graces based social successes are considered one level higher.&lt;br /&gt;
Prerequisite: Elf, or Physique or Intellect of 5&lt;br /&gt;
&lt;br /&gt;
Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions.&lt;br /&gt;
Prerequisite: Physique of Intellect of 5&lt;br /&gt;
 &lt;br /&gt;
Magi Aspirant (1 trait point): Magi Aspirant is the entry level into the Zenith style of Willwork, common across Heylel and Rafaela.  It provides access to the bronze circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Skill: Willwork 1&lt;br /&gt;
&lt;br /&gt;
Magi Adept (2 trait points):  Magi Aspirant is the journeyman level of the Zenith style of Willwork.  It provides access to the silver circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 1, Skill: Willwork 3&lt;br /&gt;
&lt;br /&gt;
Magi Master (3 trait points):  Magi Master is the highest commonly attained level of the Zenith style of Willwork.  It provides access to the gold circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 2, Skill: Willwork 5&lt;br /&gt;
&lt;br /&gt;
Zenith Bayonet Training (1 trait point):&lt;br /&gt;
&lt;br /&gt;
Elven Fencing Style (2 trait points): Elven sword and magic combat options&lt;br /&gt;
Prerequisites: Melee 3, Elf or Elven Circles&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options&lt;br /&gt;
Prerequisites: Hero 2, Skill: Melee 6&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Combat Magi (3 trait points): Zenith combat spell options&lt;br /&gt;
Prerequisites: Hero 2, Trait: Magi Adept&lt;br /&gt;
&lt;br /&gt;
Elven Glamour Magic (2 trait points): Tricksy elven foolery options&lt;br /&gt;
Prerequisites: Elf or Elven Circles, Trait: Magi Aspirant&lt;br /&gt;
&lt;br /&gt;
Night Court Doom Magic (5 trait points): OP elven doomspell BS options&lt;br /&gt;
Prerequisites: Hero 3, Trait: Magi Master&lt;br /&gt;
&lt;br /&gt;
Aint Got Time to Bleed! (3 trait points): Gain 1 Adrenaline at the end of any combat round in which you were wounded.&lt;br /&gt;
Prerequisites: Hero 1, Physique 3&lt;br /&gt;
&lt;br /&gt;
Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Physique 5&lt;br /&gt;
&lt;br /&gt;
==Alice Related Traits==&lt;br /&gt;
&lt;br /&gt;
Basic Strikes (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::For every 2 Advantage: Reduce Physical Factor by +1 for one round.&lt;br /&gt;
&lt;br /&gt;
Basic Throws (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Sweep,&amp;quot; Attempt advantage transfer.&lt;br /&gt;
::4 Advantage: &amp;quot;Ground,&amp;quot; cost target their next action with a successful attack.&lt;br /&gt;
::6 Advantage: &amp;quot;Fling,&amp;quot; Throw target 5m, including into another person.  Grounds if athletics check failed.&lt;br /&gt;
::8 Advantage: &amp;quot;Fling,&amp;quot; Throw target 10m.&lt;br /&gt;
::10 Advantage: &amp;quot;Fling,&amp;quot; Throw target 15m.&lt;br /&gt;
&lt;br /&gt;
Basic Grapples (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Pin&amp;quot; Immobilize a character on the ground&lt;br /&gt;
::4 Advantage: &amp;quot;Hold&amp;quot; Immobilize a character while standing&lt;br /&gt;
::6 Advantage: &amp;quot;Joint Lock&amp;quot; cost opponent one HL if they take an action&lt;br /&gt;
::8 Advantage: &amp;quot;Joint Break&amp;quot; cost opponent one HL.&lt;br /&gt;
::10 Advantage: &amp;quot;Submission&amp;quot; incapacitate an opponent if they fail an Athletics check.&lt;br /&gt;
&lt;br /&gt;
Close Combat Gunslinger (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Within 10m pistols count as melee close combat weapons as well as ranged weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 10m&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Focus to use pistol attacks as lead up or follow through actions after strikes or grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
::4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
::6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
::8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat.  Activate as a free action.&lt;br /&gt;
::10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
Quick Draw Gunslinger: (1 trait point)&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be used with pistol weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
Prerequisites: Firearms 4, Alertness 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two Handed Gunslinger (2 trait points)&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4&lt;br /&gt;
&lt;br /&gt;
Alpha Logitike (1 trait point): Jibrilite non-combat willwork spells, or &amp;quot;Lotek Praxi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Omega Logitike (1 trait point): Jibrilite combat Lotek Praxi.&lt;br /&gt;
&lt;br /&gt;
Omega Crucible (2 trait points): Jibrilite Crusader magical martial art focusing on the use of transmutation to deliver powerful strikes&lt;br /&gt;
Can change Combat Advantage to Aura as a free action, raising Aura by as much as the character&#039;s Aether attribute.&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Core Aether to follow through on any close combat strike with an Etheric Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Omega Logitike&lt;br /&gt;
&lt;br /&gt;
Gun Fu (2 trait points): You can roll Senses + Firearms to &amp;quot;block&amp;quot; firearms attacks made at close combat ranges as a normal reaction.  By spending one Focus you can also do this at all ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Hero 1, Close Combat Gunslinger&lt;br /&gt;
&lt;br /&gt;
==Chrysanth Related Traits==&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior. Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of integrated Solo Praxis.  Because they are integrated into the Solonarch&#039;s body, Solinarch Solo Praxis are used with Aether + Aether Channel rather than Intellect + Thaumatech.  A Solinarch may choose five Solo Praxis to be slotted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Flow like Water&amp;quot; (1 trait point): Gain one extra Advantage from successful throws.&lt;br /&gt;
&lt;br /&gt;
Mantle of the Chosen (1 trait point): Gain +5 edge in social conflict with Jibrilites who hold a positive or neutral view of the Chosen.  Suffer a -5 edge penalty in social conflict with Jibrilites who hold a negative view of the Chosen.&lt;br /&gt;
&lt;br /&gt;
Graviton Master (2 trait points): Manipulate gravity waves with a touch.&lt;br /&gt;
::Spend Willpower for Advantage in addition to Adrenaline&lt;br /&gt;
::Spend Willpower for follow-through on any successful unarmed attack&lt;br /&gt;
::Increase ground and throw damage to 1d6, affected by threshold multiplier&lt;br /&gt;
::Pin with 1d6 Physique DC, affected by threshold multiplier&lt;br /&gt;
::Reduce threshold by +1 per 5 Intellect + Thaumatech&lt;br /&gt;
&lt;br /&gt;
==Gregorio Related Traits==&lt;br /&gt;
&lt;br /&gt;
Mad Scientist (??? trait points): Just like an evil villain makes a monologue for this dastardly plan, so too will a mad scientist babble his work to no one in particular about his craft. Doing so will make you sound disturbed to any listening, but the +1 to your Willpower when you commit makes it worthwhile.&lt;br /&gt;
&lt;br /&gt;
Psyche (1 Trait points): Natural telepathic ability, including the ability to switch teletex routers and establish mind to mind connections.  This ability still requires the target possess a teletex or logotex, but allows the Psyche to overcome the usual routing restrictions.&lt;br /&gt;
&lt;br /&gt;
Unbound Psyche (3 Trait points): The ability to use telepathy without a teletex.&lt;br /&gt;
&lt;br /&gt;
Coded Autoclaire Operator (1 Trait point): Use Intellect + Thaumatech to create semi-autonomous praxis macros to operate an Autoclaire.&lt;br /&gt;
&lt;br /&gt;
Synergent Autoclaire Operator (2 Trait points): Pilot an Autoclaire using combat initiative and personal stats lile Physique + Athletics or Senses + Firearms&lt;br /&gt;
&lt;br /&gt;
Integrant Autoclaire Operator (3 Trait points): Pilot an Autoclaire with magic initiative and Aether + Aether Channel&lt;br /&gt;
&lt;br /&gt;
[[Melee Combat Traits]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67233</id>
		<title>Melee Combat Traits</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67233"/>
		<updated>2019-05-29T04:05:25Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Jibrilite Duelling Style (1 trait point)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A formalized duelling style created in Jibril for tests of etheric and martial prowess between nobles.  It makes full use of the Arclave&#039;s ability to create and cleave through matter, and allows the duelist to apply their thaumatechnical knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When in Offensive Stance gain +1 Edge to initiative.&amp;lt;br&amp;gt;&lt;br /&gt;
As a defensive action can spend 1 Aether and roll Physique + Thaumatech against a threshold of 5 to give the light trails of the Arclave physical form.  Each success creates one trail.  Trails can be used to:&amp;lt;br&amp;gt;&lt;br /&gt;
::Add a +2 to defensive actions&lt;br /&gt;
::Add 5 DR (etheric, charged) against ranged attacks&lt;br /&gt;
::Conduct a 20m thrown ranged attack with the sword as a standard action (this attack does not benefit from physical factor multipliers)&lt;br /&gt;
::Conduct a free riposte&lt;br /&gt;
The light trails cannot leave the square in which they were created and will dissipate if the duellist leaves.  The duellist cannot have more light trails active than their Intellect + Thaumatech skill at any one time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zenith Ultimate Sword Sovereignty Style (3 trait points)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A devastating melee art developed by the Imperial Zenith Knights, intended to be the ultimate magical melee combat style.  It makes Zenith Knights nearly unbeatable in close combat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Switch between close combat stances as a free interrupt.&amp;lt;br&amp;gt;&lt;br /&gt;
Double all stance advantage bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain +1 Combat Advantage whenever you gain advantage due to close combat or Exploit expenditure.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, regain 1 Exploit of your choice when you remove an opponent&#039;s Health Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Trigger spells as lead-up or follow-on attacks for 1 Aether.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Exploit of your choice to conduct follow-on melee attacks while in Offensive stance.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Adrenaline to add +10 to Athletics for one turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Focus to add +10 to Alertness for one turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Willpower to add +5 to Concentration for one turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Aether to add +5 to Aether Channel for one turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67232</id>
		<title>Melee Combat Traits</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67232"/>
		<updated>2019-05-29T04:03:52Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Jibrilite Duelling Style (1 trait point)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A formalized duelling style created in Jibril for tests of etheric and martial prowess between nobles.  It makes full use of the Arclave&#039;s ability to create and cleave through matter, and allows the duelist to apply their thaumatechnical knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When in Offensive Stance gain +1 Edge to initiative.&amp;lt;br&amp;gt;&lt;br /&gt;
As a defensive action can spend 1 Aether and roll Physique + Thaumatech against a threshold of 5 to give the light trails of the Arclave physical form.  Each success creates one trail.  Trails can be used to:&amp;lt;br&amp;gt;&lt;br /&gt;
::Add a +2 to defensive actions&lt;br /&gt;
::Add 5 DR (etheric, charged) against ranged attacks&lt;br /&gt;
::Conduct a 20m thrown ranged attack with the sword as a standard action (this attack does not benefit from physical factor multipliers)&lt;br /&gt;
::Conduct a free riposte&lt;br /&gt;
The light trails cannot leave the square in which they were created and will dissipate if the duellist leaves.  The duellist cannot have more light trails active than their Intellect + Thaumatech skill at any one time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zenith Ultimate Sword Sovereignty Style (3 trait points)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A devastating melee art developed by the Imperial Zenith Knights, intended to be the ultimate magical melee combat style.  It makes Zenith Knights nearly unbeatable in close combat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Switch between close combat stances as a free interrupt.&amp;lt;br&amp;gt;&lt;br /&gt;
Double all stance advantage bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain +1 Combat Advantage whenever you gain advantage due to close combat or Exploit expenditure.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, regain 1 Exploit of your choice when you remove an opponent&#039;s Health Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Trigger spells as lead-up or follow-on attacks for 1 Aether.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Exploit of your choice to conduct follow-on melee attacks while in Offensive stance.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Adrenaline to add +10 to Athletics for one turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Focus to add +10 to Alertness for one turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Willpower to add +10 to Concentration for one turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Aether to add +10 to Aether Channel for one turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67231</id>
		<title>Melee Combat Traits</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67231"/>
		<updated>2019-05-29T04:00:06Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jibrilite Duelling Style (1 trait point)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A formalized duelling style created in Jibril for tests of etheric and martial prowess between nobles.  It makes full use of the Arclave&#039;s ability to create and cleave through matter, and allows the duelist to apply their thaumatechnical knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When in Offensive Stance gain +1 Edge to initiative.&amp;lt;br&amp;gt;&lt;br /&gt;
As a defensive action can spend 1 Aether and roll Physique + Thaumatech against a threshold of 5 to give the light trails of the Arclave physical form.  Each success creates one trail.  Trails can be used to:&amp;lt;br&amp;gt;&lt;br /&gt;
::Add a +2 to defensive actions&lt;br /&gt;
::Add 5 DR (etheric, charged) against ranged attacks&lt;br /&gt;
::Conduct a 20m thrown ranged attack with the sword as a standard action (this attack does not benefit from physical factor multipliers)&lt;br /&gt;
::Conduct a free riposte&lt;br /&gt;
The light trails cannot leave the square in which they were created and will dissipate if the duellist leaves.  The duellist cannot have more light trails active than their Intellect + Thaumatech skill at any one time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zenith Ultimate Sword Sovereignty Style (3 trait points)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A devastating melee art developed by the Imperial Zenith Knights, intended to be the ultimate magical melee combat style.  It makes Zenith Knights nearly unbeatable in close combat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Switch between close combat stances as a free interrupt.&amp;lt;br&amp;gt;&lt;br /&gt;
Double all stance advantage bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain +1 Combat Advantage whenever you gain advantage due to close combat or Exploit expenditure.&amp;lt;br&amp;gt;&lt;br /&gt;
Once per round, regain 1 Exploit of your choice when you remove an opponent&#039;s Health Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Trigger spells as lead-up or follow-on attacks for 1 Aether.&amp;lt;br&amp;gt;&lt;br /&gt;
Pay one Exploit of your choice to conduct follow-on melee attacks while in Offensive stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67230</id>
		<title>Melee Combat Traits</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67230"/>
		<updated>2019-05-29T00:56:11Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jibrilite Duelling Style (1 trait point)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A formalized duelling style created in Jibril for tests of etheric and martial prowess between nobles.  It makes full use of the Arclave&#039;s ability to create and cleave through matter, and allows the duelist to apply their thaumatechnical knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When in Offensive Stance gain +1 Edge to initiative.&amp;lt;br&amp;gt;&lt;br /&gt;
As a defensive action can spend 1 Aether and roll Physique + Thaumatech against a threshold of 5 to give the light trails of the Arclave physical form.  Each success creates one trail.  Trails can be used to:&amp;lt;br&amp;gt;&lt;br /&gt;
::Add a +2 to defensive actions&lt;br /&gt;
::Add 5 DR (etheric, charged) against ranged attacks&lt;br /&gt;
::Conduct a 20m thrown ranged attack with the sword as a standard action (this attack does not benefit from physical factor multipliers)&lt;br /&gt;
::Conduct a free riposte&lt;br /&gt;
The light trails cannot leave the square in which they were created and will dissipate if the duellist leaves.  The duellist cannot have more light trails active than their Intellect + Thaumatech skill at any one time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67229</id>
		<title>Melee Combat Traits</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67229"/>
		<updated>2019-05-29T00:54:22Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jibrilite Duelling Style (1 trait point)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A formalized duelling style created in Jibril for tests of etheric and martial prowess between nobles.  It makes full use of the Arclave&#039;s ability to create and cleave through matter, and allows the duelist to apply their thaumatechnical knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When in Offensive Stance gain +1 Edge to initiative.&amp;lt;br&amp;gt;&lt;br /&gt;
As a standard action can spend 1 Aether and roll Physique + Thaumatech against a threshold of 5 to give the light trails of the Arclave physical form.  Each success creates one trail.  Trails can be used to:&amp;lt;br&amp;gt;&lt;br /&gt;
::Add a +2 to defensive actions&lt;br /&gt;
::Add 5 DR (etheric, charged) against ranged attacks&lt;br /&gt;
::Conduct a 20m thrown ranged attack with the sword as a standard action (this attack does not benefit from physical factor multipliers)&lt;br /&gt;
::Conduct a free riposte&lt;br /&gt;
The light trails cannot leave the square in which they were created and will dissipate if the duellist leaves.  The duellist cannot have more light trails active than their Intellect + Thaumatech skill at any one time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67228</id>
		<title>Melee Combat Traits</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67228"/>
		<updated>2019-05-29T00:50:05Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jibrilite Duelling Style (1 trait point)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A formalized duelling style created in Jibril for tests of etheric and martial prowess between nobles.  It makes full use of the Arclave&#039;s ability to create and cleave through matter, and allows the duelist to apply their thaumatechnical knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When in Offensive Stance gain +1 Edge to initiative.&amp;lt;br&amp;gt;&lt;br /&gt;
As a standard action can spend 1 Aether and roll Physique + Thaumatech against a threshold of 5 to give the light trails of the Arclave physical form.  Each success creates one trail.  Trails can be used to:&amp;lt;br&amp;gt;&lt;br /&gt;
::Add a +2 to defensive actions&lt;br /&gt;
::Add 5 DR (etheric, charged) against ranged attacks&lt;br /&gt;
::Conduct a 20m thrown ranged attack with the sword as a standard action (this attack does not benefit from physical factor multipliers)&lt;br /&gt;
The light trails cannot leave the square in which they were created and will dissipate if the duellist leaves.  The duellist cannot have more light trails active than their Intellect + Thaumatech skill at any one time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67227</id>
		<title>Melee Combat Traits</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Melee_Combat_Traits&amp;diff=67227"/>
		<updated>2019-05-29T00:49:10Z</updated>

		<summary type="html">&lt;p&gt;IXJac: Created page with &amp;quot;Return to AI:L Trait List&amp;lt;br&amp;gt;    &amp;#039;&amp;#039;&amp;#039;Jibrilite Duelling Style (1 trait point)&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; A formalized duelling style created in Jibril for tests of etheric and martial prowess...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jibrilite Duelling Style (1 trait point)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A formalized duelling style created in Jibril for tests of etheric and martial prowess between nobles.  It makes full use of the Arclave&#039;s ability to create and cleave through matter, and allows the duelist to apply their thaumatechnical knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When in Offensive Stance gain +1 Edge to initiative&lt;br /&gt;
As a standard action can spend 1 Aether and roll Physique + Thaumatech against a threshold of 5 to give the light trails of the Arclave physical form.  Each success creates one trail.  Trails can be used to:&lt;br /&gt;
::Add a +2 to defensive actions&lt;br /&gt;
::Add 5 DR (etheric, charged) against ranged attacks&lt;br /&gt;
::Conduct a 20m thrown ranged attack with the sword as a standard action (this attack does not benefit from physical factor multipliers)&lt;br /&gt;
The light trails cannot leave the square in which they were created and will dissipate if the duellist leaves.  The duellist cannot have more light trails active than their Intellect + Thaumatech skill at any one time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67226</id>
		<title>AI:L Trait List</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67226"/>
		<updated>2019-05-29T00:35:29Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Ancestry Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
All characters must take one Ancestry Trait to show where they come from.  In the hierarchical world the Chosen and Zenith have created this is the most important Trait for many characters and defines who they are and what they may become.&lt;br /&gt;
&lt;br /&gt;
A character can pick a second Ancestry Trait at a cost of +1 trait point as a mixed ancestry surcharge, in addition to the cost of the additional Ancestry Trait.&lt;br /&gt;
&lt;br /&gt;
==Jibrlite Traits==&lt;br /&gt;
&lt;br /&gt;
Jibrilite Pol (1 trait point) – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Noble (2 trait points) - Nobles are the leaders of the Jibril Dominions and are trained from birth to be paragons of their Chosen.  They gain a +1 bonus to five skills and +2 Core Aether.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Codex (3 trait points) – Codex heritage Jibrilites are members of the trusted Hiero Houses of the Chosen, and have access to the greatest secrets of the Chosen.  Codex Jibrilites gain +1 Aether and +4 Core Aether.  They also gain +1 to the Thaumatech skill due to a natural affinity for the magic of the Chosen.  Codex is a prerequisite for the highest level Thaumatech traits and abilities.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Construct (3 trait points) – Jibrilite Constructs are beings created through the technomagical artifice of the Chosen.  Constructs serve a variety of purposes, from vessels for the Chosen, thamatechnically modified inquisitors, to massive military constructs.  Constructs gain either: +1 to all four stats; +2 to one stat and +1 to one stat; or +3 to one stat and -1 to one stat.  As Jibrilites they get access to the Thaumatech Alpha trait for free.  Constructs must also select at least -1 in negative traits, for which they do not receive an additional trait point.&lt;br /&gt;
&lt;br /&gt;
==Zenith Empire Traits==&lt;br /&gt;
&lt;br /&gt;
Zenith Commoner – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.&lt;br /&gt;
&lt;br /&gt;
Zenith Noble&lt;br /&gt;
&lt;br /&gt;
Zenith Magus&lt;br /&gt;
&lt;br /&gt;
Elven Commoner (1 trait point) Commoners take the “Weirdling” trait for free.  Commoners suffer a -5 edge in social conflict against Nobles and a -10 edge in social conflict against Royals. Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  Elven Commoners Gain +1 Core Aether, +1 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals.  Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill.  Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Royal (3 trait points) Royals may take the “Ethereal Beauty” and “Eternal” traits for free.  Elven Royals gain +2 Aether, +5 Core Aether and +5 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
==Mikealan Traits==&lt;br /&gt;
&lt;br /&gt;
Eleutherian Plebian (1 trait point) - Plebs gain one bonus CP whenever they are awarded CP due to striving to show themselves the equal of the Patricians.  Due to the superior education of the Republic, Plebs gain a +1 bonus to five skills points.&lt;br /&gt;
&lt;br /&gt;
Eleutherian Patrician (2 trait points) – Patricians are the old noble families of the Republic.  Due to the superior education of the Republic they gain +2 bonus to five skills.  If an Eleutherian Patrician picks a Jibrilite trait they do not pay the extra 1 point surcharge for mixed ancestry.&lt;br /&gt;
&lt;br /&gt;
==Global Ancestry Traits==&lt;br /&gt;
&lt;br /&gt;
Citizen of Arth (0 trait points) – Human rebels against the established order who consider themselves freed from the old shackles.  Increasingly common among Jibrilite and Mikaelan revolutionaries, but also in some Zenith communities.  Citizen of Arth cannot be taken with any other Ancestry Trait.  New Citizens may still optionally identify with any other human Ancestry Trait to show their heritage, or if they are descended from a long line of Citizens they may identify with none at all.  Either way they take none of the bonusses or penalties.  Instead they gain one additional Trait points due to their broader understanding of the possibilities of an unbound humanity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Negative Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Negative Traits are penalties a character can take to grant themselves more trait points to spend elsewhere.  A character can start with up to five points in Negative Traits.  A character can also have these traits inflicted upon themselves over the course of play.  The cost of a negative trait is how may trait points it returns to the character.&lt;br /&gt;
&lt;br /&gt;
Short (-1 trait point): Your character is 4-5 feet tall, and suffers a -2 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
&lt;br /&gt;
Very Short (-2 trait points): Your character is 3-4 feet tall, and suffers a -4 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
&lt;br /&gt;
War Wound (-1 trait points): Your character has lingering injuries that have never fully healed. They suffer a -2 penalty to one Exploit Pool. This quirk cannot be taken if it would reduce the pool below 0. The nature of the wound should be detailed, such as a stiff leg from an arrow to the knee (-2 Adrenaline), or the shakes from mental trauma (-2 Will) or a lost eye from a bullet graze (-2 Focus). It can be upgraded to a serious war wound for double the Exploit cost, and two trait points.&lt;br /&gt;
&lt;br /&gt;
Sealed Powers (Variable): Your character must meet certain conditions before a selected trait can be used.  These conditions can be fairly straightforward such as the authorization of a superior, or the consumption of a particular substance, or they can be more esoteric such as a particular time of day, or only against a specific opponent.  The cost of this negative trait is the cost of the trait it is linked to.  This is modified by +1 for a condition that could be easily met at any time such as the permission of another party member, consuming a combat drug, only after the enemy has fired first, or inflicting a small amount of damage to themselves with a cut.  There is no modification for a moderately difficult condition such as the permission of an ally who is not always present, only after wounding or killing an opponent, only against a broad group of enemies, or only working in daylight or at nightime.  The cost is increased by -1 for a condition that would be difficult to fulfill in the course of normal play such as only activating at a certain hour of day (sunrise and twilight, high noon) or day of the week, or only against a specific individual.  Particularly difficult to meet conditions could have this increased to -2.&lt;br /&gt;
&lt;br /&gt;
Combat Drug Addiction (-1 trait point): Your character is addicted to combat drugs and must use them at least once a session or suffer a -3 penalty to all rolls in the subsequent session until they use them.  This penalty increases by 1 for each subsequent session of withdrawal until it reaches a maximum of 5 after three sessions.  Thereafter it declines at the same rate until it reaches 0 and the trait becomes dormant until combat drugs are used again.&lt;br /&gt;
&lt;br /&gt;
Etheric Flame (-1 trait point): Your character possesses an internal etheric flame that burns like a bonfire, shining brightly to all with etheric sight.  Others using Aspex or Second Sight gain a +3 to detect this character, and can do so even if the character has no aura.&lt;br /&gt;
&lt;br /&gt;
Thautech Lock (-2 trait points): Your character is locked out of all Chosen praxis, and attempting to use them triggers a damaging etheric feedback loop that inflicts the equivalent of an Etherbolt attack with no possible defense.  This is a very common trait for Elves.&lt;br /&gt;
&lt;br /&gt;
Unsettling (-1 trait point): Something is very socially &amp;quot;off&amp;quot; about this character, enough so that others will immediately notice it and become wary, hostile or seek to keep their distance.  They may be badly disfigured, be covered in gang tattoos, or just have a particularly off-putting attitude.  Because of their unsettling nature the character suffers a -3 edge to their rolls in social conflict.  This penalty does not apply to the use of one liners in short round combat, or interrogation in long round conflict, and does not affect their defensive static values.&lt;br /&gt;
&lt;br /&gt;
Anchored Chakras (-1 trait point): The character is firmly &amp;quot;anchored&amp;quot; in Apatha, so much so that they neither reach nor cross the Veil Between Worlds.  The character cannot use Veil magic of any sort, and others attempting to target them with veil magic suffer a -5 edge penalty.  This trait can only be taken by Willworkers or Thaumatechs.  It cannot be taken by those with no Etheric powers, or by Sorcerers.&lt;br /&gt;
&lt;br /&gt;
Adamant Chakras (-1 trait point): The character&#039;s form is resolutely static and resists all forms of transmutation.  The character cannot use transmutation magic of any sort, and others attempting to target them with transmutation magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
&lt;br /&gt;
Fated Chakras (-1 trait point): The character&#039;s fate marches relentlessly down the path of causality and is resistant against manipulation in space and time.  The character cannot use Continuum magic of any sort, and others attempting to target them with Continuum magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
&lt;br /&gt;
Captive Chakras (-1 trait point): The character&#039;s etheric essence is tightly contained and they emit no more Aura than any normal living being.  The character cannot use Aura magic of any sort, and others attempting to target them with Aura magic suffer a -3 edge penalty.  This trait can only be taken by Thaumatechs.  It cannot be taken in conjuction with Willwork or Sorcery.&lt;br /&gt;
&lt;br /&gt;
Wyrmfood (-3 trait points): This character&#039;s aura is of particular notice to that lie across the Veil, and there are many in Peritha who would seek to capture and consume it.  At the end of each round where the character&#039;s aura is 1 or more, roll 1d10.  On a roll of 11 or more, a creature from across the Veil has taken notice and will join the fight, attempting to capture the character and their delicious aura.  The character can avoid making this roll by spending 1 Willpower to suppress the Aura effects, so long as their Aura is no higher than their Intellect.  This trait can only be taken by Willworkers or Sorcerers.  The musty auras of Thamatechs are apparently quite bland to Perithans.&lt;br /&gt;
&lt;br /&gt;
Frail (-2 trait points): The character&#039;s body is particularly frail.  They suffer a -2 to PS per Health Level and roll at +1 to all wound effects.&lt;br /&gt;
&lt;br /&gt;
Combat Timer (-3 trait points): The character has only a limited amount of time in which they can engage in combat.  Each time the character rolls for initiative they must expend one exploit.  Which exploit this is (Adrenaline, Focus, Willpower or Core Aether) is chosen when this trait is picked and cannot be changed.  If the character cannot spend an exploit of this type they immediately drop out of combat.&lt;br /&gt;
&lt;br /&gt;
Stage fright (-1 trait points): The character is deathly afraid of speaking in public, and must spend 1 Willpower for every long round they engage in social conflict or drop out of the conflict.&lt;br /&gt;
&lt;br /&gt;
Doomed (-5 trait points): The character is doomed. The nature of this doom, whether it be a terrible prophecy, a life near its natural end, or an active death wish should be defined by the player. When the character gains enough CP to gain a Hero level they will still gain the level but then cease gaining CP and will soon die.  Once that point is reached, any attack by another character sufficient to kill them will automatically do so, at the attacker&#039;s discretion.  The attacking character will gain from 1 to 5 CP for making that death particularly dramatic or appropriate.  Aside from this, the Doomed character&#039;s death cannot be used to gain CP, Power or Fate by another character.  Can only be taken by Hero 1 or higher.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Basic Leadership (0 trait points - 1 leadership skill)&lt;br /&gt;
Targets one size bracket by default.&lt;br /&gt;
::“Commanding Shout”: 2 Advantage to expand leadership benefits.  Zero Threshold of five, granting effect over one additional size bracket per success, up to a maximum of four additional brackets (1*/3/7/15/31).&lt;br /&gt;
::“On My Target”: 4 Advantage to have allies engage the same target, gaining +2 Edge to hit per size bracket.&lt;br /&gt;
::“Take Cover”: 6 Advantage and 1 Willpower to grant a defensive reaction to ally.&lt;br /&gt;
&lt;br /&gt;
Basic Marksmanship (0 trait points - 1 firearms skill)&lt;br /&gt;
:::2 Advantage for +1d6 damage&lt;br /&gt;
:::4 Advantage for +2d6 &lt;br /&gt;
:::6 Advantage for +3d6&lt;br /&gt;
:::8 Advantage for +4d6&lt;br /&gt;
:::10 Advantage for +5d6&lt;br /&gt;
&lt;br /&gt;
Basic Grappling (0 trait points - 1 unarmed skill)&lt;br /&gt;
Standard attack Throw 1 - steal +1 Advantage per Threshold&lt;br /&gt;
:::2 Advantage to Ground - deal 1d3 damage and cost an action &lt;br /&gt;
:::4 Advantage to Throw 2 - steal +1 Advantage per Threshold and move opponent to adjacent square&lt;br /&gt;
:::6 Advantage for Flow - Set up defensive pattern to Throw 1 all attackers&lt;br /&gt;
:::8 Advantage for Throw 3 - steal +1 Advantage per Threshold and move opponent threshold steps in squares&lt;br /&gt;
:::10 Advantage for Weave - Set up defensive pattern to Ground all attackers&lt;br /&gt;
&lt;br /&gt;
“BOOM Headshot” (1 trait point): Half the Advantage cost of Shot Placement maneuvers, and add Overwhelming 1 to all Shot Placement attacks.&lt;br /&gt;
&lt;br /&gt;
Crusader Combat Training (1 trait point)&lt;br /&gt;
::“Up and down”: 2 Advantage to move 5m without triggering a Reaction&lt;br /&gt;
::“Fast Reload”: 4 Advantage to reload as a free action&lt;br /&gt;
::“Five Rounds Rapid!”: 6 Advantage when conducting rapid fire to use it at any range.&lt;br /&gt;
::“Combat Sense”: 8 Advantage to pre-empt an attack and take a Reaction shot first&lt;br /&gt;
::“Soldier’s Luck”: 10 Advantage to cancel a hit.&lt;br /&gt;
&lt;br /&gt;
“Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap.  Gain one advantage for each point of ammunition spent.&lt;br /&gt;
&lt;br /&gt;
Crusader Leadership Training (2 trait points)&lt;br /&gt;
&lt;br /&gt;
Adrenal Advantage (1 trait point): Gain one extra Advantage when spending Adrenaline for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Physique 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused Advantage (1 trait point): Gain one extra Advantage when spending Focus for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Senses 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willful Advantage (1 trait point): Gain one extra Advantage when spending Willpower for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aetheric Aura (1 trait point): Gain one extra Advantage or Aura when spending Core Aether for Advantage or Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Aether 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Magic Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
==Thaumatech Traits==&lt;br /&gt;
&lt;br /&gt;
Thaumatech Alpha Access (1 trait points): Thaumatech Alpha Access is the basic ability to use and program Thaumatech praxi.  It is not required to operate most Thaumatech machines, but can be required to maintain them and can be used to override or control them.  This ability is mostly based on genetic encoding and some basic training.  Because the Alpha level Thaumatech safeties can be breached with little effort, it can also be purchased by any character, however it is free for Jibrilites.&lt;br /&gt;
Prerequisites: Skill: Thaumatech 1&lt;br /&gt;
&lt;br /&gt;
Thaumatech Gamma Access (2 trait points): Thaumatech Gamma Access allows advanced praxis programming, including the construction and modification of new spells.  It has historically been the province only of the privileged elite of the Jibrilite Dominions.  This trait can only be taken by Jibrilites due to the safeties involved in the praxi, however these safeties can be overcome with certain quirks.&lt;br /&gt;
Prerequisites: Hero Level: 1, Skill: Thaumatech 5, Trait: Alpha Access, Quirk: Jibrilite Nobles, Codex, Library, Tinker, or Abomination&lt;br /&gt;
&lt;br /&gt;
Thaumatech Zeta Access (3 trait points): Thaumatech Zeta Access allows Chosen level administrator access to various praxi, and its use is highly restricted to the most senior levels of the church hierarchy.  This trait can only be taken by Jibrilites due to the safeties involved in the praxis.  There are continual rumours that a handful of non Jibrilites have managed to crack these safeties, however since the most recent of these involves a mad Kobold thaumatek these are not considered credible.&lt;br /&gt;
Prerequisites: Hero Level: 3, Skill: Thaumatech 8, Trait: Alpha Access, Quirk: Jibrilite Codex, or Abomination&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior.  Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of Solo Praxis.&lt;br /&gt;
Prerequisites: Hero Level: 2, Quirk: Jibrilite Construct, Codex&lt;br /&gt;
&lt;br /&gt;
=Possible Character Traits=&lt;br /&gt;
&lt;br /&gt;
==Jonas Related Traits==&lt;br /&gt;
&lt;br /&gt;
Physical Conditioning (1 trait point): You gain +5 maximum Physical Stress to every health level, and -1 to lingering wound rolls.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 3&lt;br /&gt;
&lt;br /&gt;
Perseverance (1 trait point): You gain an extra Health Level.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 4&lt;br /&gt;
&lt;br /&gt;
Pumped/Focused/Willful/Aetheric (1 trait point): +1 to one Exploit pool.  Can be taken multiple times.  Exploit pool cannot exceed double the stat value.&lt;br /&gt;
&lt;br /&gt;
Orator (2 trait points) Access to the Oratory conversation options&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Conversation 4&lt;br /&gt;
&lt;br /&gt;
Diva (3 trait points) Gain 1 Willpower after succeeding in a Social Action against a large audience.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 3&lt;br /&gt;
&lt;br /&gt;
Rhetorical Recovery (2 trait points): Cancel one point of vibe immediately after it is inflicted by spending 1 Willpower as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 5&lt;br /&gt;
&lt;br /&gt;
Republic Weapons Training (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Firearms 2&lt;br /&gt;
&lt;br /&gt;
Republic Officer Training (3 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Leadership 3&lt;br /&gt;
&lt;br /&gt;
Guerilla (1 trait point): Access to the Guerilla tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Tactics 3&lt;br /&gt;
&lt;br /&gt;
Chessmaster (3 trait points): Access to the Chessmaster tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Planned Support&amp;quot;: 2 Advantage to make a supporting roll as a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Tactics 5&lt;br /&gt;
&lt;br /&gt;
TrackIron Operator (1 trait point): Ability to operate TrackIrons without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AutoGear Operator (2 trait points): Ability to operate AutoGears without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tank Hunter (1 trait point): Access to the Tank Hunter Weapon System combat options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Weapon Systems 3&lt;br /&gt;
&lt;br /&gt;
Merciless (1 trait point): Gain +1 Advantage for hitting exposed targets.  Gain an additional +1 advantage for killing or incapacitating them.&lt;br /&gt;
&lt;br /&gt;
==Aran Related Traits==&lt;br /&gt;
&lt;br /&gt;
Ethereal Beauty (1 trait point): +3 to all Graces rolls, and all Graces based social successes are considered one level higher.&lt;br /&gt;
Prerequisite: Elf, or Physique or Intellect of 5&lt;br /&gt;
&lt;br /&gt;
Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions.&lt;br /&gt;
Prerequisite: Physique of Intellect of 5&lt;br /&gt;
 &lt;br /&gt;
Magi Aspirant (1 trait point): Magi Aspirant is the entry level into the Zenith style of Willwork, common across Heylel and Rafaela.  It provides access to the bronze circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Skill: Willwork 1&lt;br /&gt;
&lt;br /&gt;
Magi Adept (2 trait points):  Magi Aspirant is the journeyman level of the Zenith style of Willwork.  It provides access to the silver circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 1, Skill: Willwork 3&lt;br /&gt;
&lt;br /&gt;
Magi Master (3 trait points):  Magi Master is the highest commonly attained level of the Zenith style of Willwork.  It provides access to the gold circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 2, Skill: Willwork 5&lt;br /&gt;
&lt;br /&gt;
Zenith Bayonet Training (1 trait point):&lt;br /&gt;
&lt;br /&gt;
Elven Fencing Style (2 trait points): Elven sword and magic combat options&lt;br /&gt;
Prerequisites: Melee 3, Elf or Elven Circles&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options&lt;br /&gt;
Prerequisites: Hero 2, Skill: Melee 6&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Combat Magi (3 trait points): Zenith combat spell options&lt;br /&gt;
Prerequisites: Hero 2, Trait: Magi Adept&lt;br /&gt;
&lt;br /&gt;
Elven Glamour Magic (2 trait points): Tricksy elven foolery options&lt;br /&gt;
Prerequisites: Elf or Elven Circles, Trait: Magi Aspirant&lt;br /&gt;
&lt;br /&gt;
Night Court Doom Magic (5 trait points): OP elven doomspell BS options&lt;br /&gt;
Prerequisites: Hero 3, Trait: Magi Master&lt;br /&gt;
&lt;br /&gt;
Aint Got Time to Bleed! (3 trait points): Gain 1 Adrenaline at the end of any combat round in which you were wounded.&lt;br /&gt;
Prerequisites: Hero 1, Physique 3&lt;br /&gt;
&lt;br /&gt;
Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Physique 5&lt;br /&gt;
&lt;br /&gt;
==Alice Related Traits==&lt;br /&gt;
&lt;br /&gt;
Basic Strikes (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::For every 2 Advantage: Reduce Physical Factor by +1 for one round.&lt;br /&gt;
&lt;br /&gt;
Basic Throws (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Sweep,&amp;quot; Attempt advantage transfer.&lt;br /&gt;
::4 Advantage: &amp;quot;Ground,&amp;quot; cost target their next action with a successful attack.&lt;br /&gt;
::6 Advantage: &amp;quot;Fling,&amp;quot; Throw target 5m, including into another person.  Grounds if athletics check failed.&lt;br /&gt;
::8 Advantage: &amp;quot;Fling,&amp;quot; Throw target 10m.&lt;br /&gt;
::10 Advantage: &amp;quot;Fling,&amp;quot; Throw target 15m.&lt;br /&gt;
&lt;br /&gt;
Basic Grapples (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Pin&amp;quot; Immobilize a character on the ground&lt;br /&gt;
::4 Advantage: &amp;quot;Hold&amp;quot; Immobilize a character while standing&lt;br /&gt;
::6 Advantage: &amp;quot;Joint Lock&amp;quot; cost opponent one HL if they take an action&lt;br /&gt;
::8 Advantage: &amp;quot;Joint Break&amp;quot; cost opponent one HL.&lt;br /&gt;
::10 Advantage: &amp;quot;Submission&amp;quot; incapacitate an opponent if they fail an Athletics check.&lt;br /&gt;
&lt;br /&gt;
Close Combat Gunslinger (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
May parry as a free interrupt with Senses+Firearms, up to the rate of fire of your wielded pistols&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 5m&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Focus to use pistol attacks as follow through actions after strikes or grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
::4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
::6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
::8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat.  Activate as a free action.&lt;br /&gt;
::10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
Quick Draw Gunslinger: (1 trait point)&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be used with pistol weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
Prerequisites: Firearms 4, Alertness 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two Handed Gunslinger (2 trait points)&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4&lt;br /&gt;
&lt;br /&gt;
Alpha Logitike (1 trait point): Jibrilite non-combat willwork spells, or &amp;quot;Lotek Praxi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Omega Logitike (1 trait point): Jibrilite combat Lotek Praxi.&lt;br /&gt;
&lt;br /&gt;
Omega Crucible (2 trait points): Jibrilite Crusader magical martial art focusing on the use of transmutation to deliver powerful strikes&lt;br /&gt;
Can change Combat Advantage to Aura as a free action, raising Aura by as much as the character&#039;s Aether attribute.&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Core Aether to follow through on any close combat strike with an Etheric Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Omega Logitike&lt;br /&gt;
&lt;br /&gt;
Gun Fu (2 trait points): You can roll Senses + Firearms to &amp;quot;block&amp;quot; firearms attacks made at close combat ranges as a normal reaction.  By spending one Focus you can also do this at all ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Hero 1, Close Combat Gunslinger&lt;br /&gt;
&lt;br /&gt;
==Chrysanth Related Traits==&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior. Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of integrated Solo Praxis.  Because they are integrated into the Solonarch&#039;s body, Solinarch Solo Praxis are used with Aether + Aether Channel rather than Intellect + Thaumatech.  A Solinarch may choose five Solo Praxis to be slotted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Flow like Water&amp;quot; (1 trait point): Gain one extra Advantage from successful throws.&lt;br /&gt;
&lt;br /&gt;
Mantle of the Chosen (1 trait point): Gain +5 edge in social conflict with Jibrilites who hold a positive or neutral view of the Chosen.  Suffer a -5 edge penalty in social conflict with Jibrilites who hold a negative view of the Chosen.&lt;br /&gt;
&lt;br /&gt;
Graviton Master (2 trait points): Manipulate gravity waves with a touch.&lt;br /&gt;
::Spend Willpower for Advantage in addition to Adrenaline&lt;br /&gt;
::Spend Willpower for follow-through on any successful unarmed attack&lt;br /&gt;
::Increase ground and throw damage to 1d6, affected by threshold multiplier&lt;br /&gt;
::Pin with 1d6 Physique DC, affected by threshold multiplier&lt;br /&gt;
::Reduce threshold by +1 per 5 Intellect + Thaumatech&lt;br /&gt;
&lt;br /&gt;
==Gregorio Related Traits==&lt;br /&gt;
&lt;br /&gt;
Mad Scientist (??? trait points): Just like an evil villain makes a monologue for this dastardly plan, so too will a mad scientist babble his work to no one in particular about his craft. Doing so will make you sound disturbed to any listening, but the +1 to your Willpower when you commit makes it worthwhile.&lt;br /&gt;
&lt;br /&gt;
Psyche (1 Trait points): Natural telepathic ability, including the ability to switch teletex routers and establish mind to mind connections.  This ability still requires the target possess a teletex or logotex, but allows the Psyche to overcome the usual routing restrictions.&lt;br /&gt;
&lt;br /&gt;
Unbound Psyche (3 Trait points): The ability to use telepathy without a teletex.&lt;br /&gt;
&lt;br /&gt;
Coded Autoclaire Operator (1 Trait point): Use Intellect + Thaumatech to create semi-autonomous praxis macros to operate an Autoclaire.&lt;br /&gt;
&lt;br /&gt;
Synergent Autoclaire Operator (2 Trait points): Pilot an Autoclaire using combat initiative and personal stats lile Physique + Athletics or Senses + Firearms&lt;br /&gt;
&lt;br /&gt;
Integrant Autoclaire Operator (3 Trait points): Pilot an Autoclaire with magic initiative and Aether + Aether Channel&lt;br /&gt;
&lt;br /&gt;
[[Melee Combat Traits]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67015</id>
		<title>AI:L Trait List</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=67015"/>
		<updated>2019-04-29T02:21:21Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Jonas Related Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Ancestry Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
All characters must take one Ancestry Trait to show where they come from.  In the hierarchical world the Chosen and Zenith have created this is the most important Trait for many characters and defines who they are and what they may become.&lt;br /&gt;
&lt;br /&gt;
A character can pick a second Ancestry Trait at a cost of +1 trait point as a mixed ancestry surcharge, in addition to the cost of the additional Ancestry Trait.&lt;br /&gt;
&lt;br /&gt;
==Jibrlite Traits==&lt;br /&gt;
&lt;br /&gt;
Jibrilite Pol (1 trait point) – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Noble (2 trait points) - Nobles are the leaders of the Jibril Dominions and are trained from birth to be paragons of their Chosen.  They gain a +1 bonus to five skills and +2 Core Aether.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Codex (3 trait points) – Codex heritage Jibrilites are members of the trusted Hiero Houses of the Chosen, and have access to the greatest secrets of the Chosen.  Codex Jibrilites gain +1 Aether and +4 Core Aether.  They also gain +1 to the Thaumatech skill due to a natural affinity for the magic of the Chosen.  Codex is a prerequisite for the highest level Thaumatech traits and abilities.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Construct (3 trait points) – Jibrilite Constructs are beings created through the technomagical artifice of the Chosen.  Constructs serve a variety of purposes, from vessels for the Chosen, thamatechnically modified inquisitors, to massive military constructs.  Constructs gain either: +1 to all four stats; +2 to one stat and +1 to one stat; or +3 to one stat and -1 to one stat.  As Jibrilites they get access to the Thaumatech Alpha trait for free.  Constructs must also select at least -1 in negative traits, for which they do not receive an additional trait point.&lt;br /&gt;
&lt;br /&gt;
==Zenith Empire Traits==&lt;br /&gt;
&lt;br /&gt;
Zenith Commoner – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.&lt;br /&gt;
&lt;br /&gt;
Zenith Noble&lt;br /&gt;
&lt;br /&gt;
Zenith Magus&lt;br /&gt;
&lt;br /&gt;
Elven Commoner (1 trait point) Commoners take the “Weirdling” trait for free.  Commoners suffer a -5 edge in social conflict against Nobles and a -10 edge in social conflict against Royals. Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  Elven Commoners Gain +1 Core Aether, +1 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals.  Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill.  Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Royal (3 trait points) Royals may take the “Ethereal Beauty” and “Eternal” traits for free.  Elven Royals gain +2 Aether, +5 Core Aether and +5 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
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==Mikealan Traits==&lt;br /&gt;
&lt;br /&gt;
Eleutherian Plebian (1 trait point) - Plebs gain one bonus CP whenever they are awarded CP due to striving to show themselves the equal of the Patricians.  Due to the superior education of the Republic, Plebs gain a +1 bonus to five skills points.&lt;br /&gt;
&lt;br /&gt;
Eleutherian Patrician (2 trait points) – Patricians are the old noble families of the Republic.  Due to the superior education of the Republic they gain +2 bonus to five skills.  If an Eleutherian Patrician picks a Jibrilite trait they do not pay the extra 1 point surcharge for mixed ancestry.&lt;br /&gt;
&lt;br /&gt;
==Global Ancestry Traits==&lt;br /&gt;
&lt;br /&gt;
Citizen of Arth (0 trait points) – Human rebels against the established order who consider themselves freed from the old shackles.  Increasingly common among Jibrilite and Mikaelan revolutionaries, but also in some Zenith communities.  Citizen of Arth cannot be taken with any other Ancestry Trait.  New Citizens may still optionally identify with any other human Ancestry Trait to show their heritage, or if they are descended from a long line of Citizens they may identify with none at all.  Either way they take none of the bonusses or penalties.  Instead they gain one additional Trait points due to their broader understanding of the possibilities of an unbound humanity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Negative Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Negative Traits are penalties a character can take to grant themselves more trait points to spend elsewhere.  A character can start with up to five points in Negative Traits.  A character can also have these traits inflicted upon themselves over the course of play.  The cost of a negative trait is how may trait points it returns to the character.&lt;br /&gt;
&lt;br /&gt;
Short (-1 trait point): Your character is 4-5 feet tall, and suffers a -2 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
&lt;br /&gt;
Very Short (-2 trait points): Your character is 3-4 feet tall, and suffers a -4 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
&lt;br /&gt;
War Wound (-1 trait points): Your character has lingering injuries that have never fully healed. They suffer a -2 penalty to one Exploit Pool. This quirk cannot be taken if it would reduce the pool below 0. The nature of the wound should be detailed, such as a stiff leg from an arrow to the knee (-2 Adrenaline), or the shakes from mental trauma (-2 Will) or a lost eye from a bullet graze (-2 Focus). It can be upgraded to a serious war wound for double the Exploit cost, and two trait points.&lt;br /&gt;
&lt;br /&gt;
Sealed Powers (Variable): Your character must meet certain conditions before a selected trait can be used.  These conditions can be fairly straightforward such as the authorization of a superior, or the consumption of a particular substance, or they can be more esoteric such as a particular time of day, or only against a specific opponent.  The cost of this negative trait is the cost of the trait it is linked to.  This is modified by +1 for a condition that could be easily met at any time such as the permission of another party member, consuming a combat drug, only after the enemy has fired first, or inflicting a small amount of damage to themselves with a cut.  There is no modification for a moderately difficult condition such as the permission of an ally who is not always present, only after wounding or killing an opponent, only against a broad group of enemies, or only working in daylight or at nightime.  The cost is increased by -1 for a condition that would be difficult to fulfill in the course of normal play such as only activating at a certain hour of day (sunrise and twilight, high noon) or day of the week, or only against a specific individual.  Particularly difficult to meet conditions could have this increased to -2.&lt;br /&gt;
&lt;br /&gt;
Combat Drug Addiction (-1 trait point): Your character is addicted to combat drugs and must use them at least once a session or suffer a -3 penalty to all rolls in the subsequent session until they use them.  This penalty increases by 1 for each subsequent session of withdrawal until it reaches a maximum of 5 after three sessions.  Thereafter it declines at the same rate until it reaches 0 and the trait becomes dormant until combat drugs are used again.&lt;br /&gt;
&lt;br /&gt;
Etheric Flame (-1 trait point): Your character possesses an internal etheric flame that burns like a bonfire, shining brightly to all with etheric sight.  Others using Aspex or Second Sight gain a +3 to detect this character, and can do so even if the character has no aura.&lt;br /&gt;
&lt;br /&gt;
Thautech Lock (-2 trait points): Your character is locked out of all Chosen praxis, and attempting to use them triggers a damaging etheric feedback loop that inflicts the equivalent of an Etherbolt attack with no possible defense.  This is a very common trait for Elves.&lt;br /&gt;
&lt;br /&gt;
Unsettling (-1 trait point): Something is very socially &amp;quot;off&amp;quot; about this character, enough so that others will immediately notice it and become wary, hostile or seek to keep their distance.  They may be badly disfigured, be covered in gang tattoos, or just have a particularly off-putting attitude.  Because of their unsettling nature the character suffers a -3 edge to their rolls in social conflict.  This penalty does not apply to the use of one liners in short round combat, or interrogation in long round conflict, and does not affect their defensive static values.&lt;br /&gt;
&lt;br /&gt;
Anchored Chakras (-1 trait point): The character is firmly &amp;quot;anchored&amp;quot; in Apatha, so much so that they neither reach nor cross the Veil Between Worlds.  The character cannot use Veil magic of any sort, and others attempting to target them with veil magic suffer a -5 edge penalty.  This trait can only be taken by Willworkers or Thaumatechs.  It cannot be taken by those with no Etheric powers, or by Sorcerers.&lt;br /&gt;
&lt;br /&gt;
Adamant Chakras (-1 trait point): The character&#039;s form is resolutely static and resists all forms of transmutation.  The character cannot use transmutation magic of any sort, and others attempting to target them with transmutation magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
&lt;br /&gt;
Fated Chakras (-1 trait point): The character&#039;s fate marches relentlessly down the path of causality and is resistant against manipulation in space and time.  The character cannot use Continuum magic of any sort, and others attempting to target them with Continuum magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
&lt;br /&gt;
Captive Chakras (-1 trait point): The character&#039;s etheric essence is tightly contained and they emit no more Aura than any normal living being.  The character cannot use Aura magic of any sort, and others attempting to target them with Aura magic suffer a -3 edge penalty.  This trait can only be taken by Thaumatechs.  It cannot be taken in conjuction with Willwork or Sorcery.&lt;br /&gt;
&lt;br /&gt;
Wyrmfood (-3 trait points): This character&#039;s aura is of particular notice to that lie across the Veil, and there are many in Peritha who would seek to capture and consume it.  At the end of each round where the character&#039;s aura is 1 or more, roll 1d10.  On a roll of 11 or more, a creature from across the Veil has taken notice and will join the fight, attempting to capture the character and their delicious aura.  The character can avoid making this roll by spending 1 Willpower to suppress the Aura effects, so long as their Aura is no higher than their Intellect.  This trait can only be taken by Willworkers or Sorcerers.  The musty auras of Thamatechs are apparently quite bland to Perithans.&lt;br /&gt;
&lt;br /&gt;
Frail (-2 trait points): The character&#039;s body is particularly frail.  They suffer a -2 to PS per Health Level and roll at +1 to all wound effects.&lt;br /&gt;
&lt;br /&gt;
Combat Timer (-3 trait points): The character has only a limited amount of time in which they can engage in combat.  Each time the character rolls for initiative they must expend one exploit.  Which exploit this is (Adrenaline, Focus, Willpower or Core Aether) is chosen when this trait is picked and cannot be changed.  If the character cannot spend an exploit of this type they immediately drop out of combat.&lt;br /&gt;
&lt;br /&gt;
Stage fright (-1 trait points): The character is deathly afraid of speaking in public, and must spend 1 Willpower for every long round they engage in social conflict or drop out of the conflict.&lt;br /&gt;
&lt;br /&gt;
Doomed (-5 trait points): The character is doomed. The nature of this doom, whether it be a terrible prophecy, a life near its natural end, or an active death wish should be defined by the player. When the character gains enough CP to gain a Hero level they will still gain the level but then cease gaining CP and will soon die.  Once that point is reached, any attack by another character sufficient to kill them will automatically do so, at the attacker&#039;s discretion.  The attacking character will gain from 1 to 5 CP for making that death particularly dramatic or appropriate.  Aside from this, the Doomed character&#039;s death cannot be used to gain CP, Power or Fate by another character.  Can only be taken by Hero 1 or higher.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Basic Leadership (0 trait points - 1 leadership skill)&lt;br /&gt;
Targets one size bracket by default.&lt;br /&gt;
::“Commanding Shout”: 2 Advantage to expand leadership benefits.  Zero Threshold of five, granting effect over one additional size bracket per success, up to a maximum of four additional brackets (1*/3/7/15/31).&lt;br /&gt;
::“On My Target”: 4 Advantage to have allies engage the same target, gaining +2 Edge to hit per size bracket.&lt;br /&gt;
::“Take Cover”: 6 Advantage and 1 Willpower to grant a defensive reaction to ally.&lt;br /&gt;
&lt;br /&gt;
Basic Marksmanship (0 trait points - 1 firearms skill)&lt;br /&gt;
:::2 Advantage for +1d6 damage&lt;br /&gt;
:::4 Advantage for +2d6 &lt;br /&gt;
:::6 Advantage for +3d6&lt;br /&gt;
:::8 Advantage for +4d6&lt;br /&gt;
:::10 Advantage for +5d6&lt;br /&gt;
&lt;br /&gt;
Basic Grappling (0 trait points - 1 unarmed skill)&lt;br /&gt;
Standard attack Throw 1 - steal +1 Advantage per Threshold&lt;br /&gt;
:::2 Advantage to Ground - deal 1d3 damage and cost an action &lt;br /&gt;
:::4 Advantage to Throw 2 - steal +1 Advantage per Threshold and move opponent to adjacent square&lt;br /&gt;
:::6 Advantage for Flow - Set up defensive pattern to Throw 1 all attackers&lt;br /&gt;
:::8 Advantage for Throw 3 - steal +1 Advantage per Threshold and move opponent threshold steps in squares&lt;br /&gt;
:::10 Advantage for Weave - Set up defensive pattern to Ground all attackers&lt;br /&gt;
&lt;br /&gt;
“BOOM Headshot” (1 trait point): Half the Advantage cost of Shot Placement maneuvers, and add Overwhelming 1 to all Shot Placement attacks.&lt;br /&gt;
&lt;br /&gt;
Crusader Combat Training (1 trait point)&lt;br /&gt;
::“Up and down”: 2 Advantage to move 5m without triggering a Reaction&lt;br /&gt;
::“Fast Reload”: 4 Advantage to reload as a free action&lt;br /&gt;
::“Five Rounds Rapid!”: 6 Advantage when conducting rapid fire to use it at any range.&lt;br /&gt;
::“Combat Sense”: 8 Advantage to pre-empt an attack and take a Reaction shot first&lt;br /&gt;
::“Soldier’s Luck”: 10 Advantage to cancel a hit.&lt;br /&gt;
&lt;br /&gt;
“Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap.  Gain one advantage for each point of ammunition spent.&lt;br /&gt;
&lt;br /&gt;
Crusader Leadership Training (2 trait points)&lt;br /&gt;
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Adrenal Advantage (1 trait point): Gain one extra Advantage when spending Adrenaline for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Physique 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused Advantage (1 trait point): Gain one extra Advantage when spending Focus for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Senses 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willful Advantage (1 trait point): Gain one extra Advantage when spending Willpower for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aetheric Aura (1 trait point): Gain one extra Advantage or Aura when spending Core Aether for Advantage or Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Aether 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Magic Traits&#039;&#039;&#039;=&lt;br /&gt;
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==Thaumatech Traits==&lt;br /&gt;
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Thaumatech Alpha Access (1 trait points): Thaumatech Alpha Access is the basic ability to use and program Thaumatech praxi.  It is not required to operate most Thaumatech machines, but can be required to maintain them and can be used to override or control them.  This ability is mostly based on genetic encoding and some basic training.  Because the Alpha level Thaumatech safeties can be breached with little effort, it can also be purchased by any character, however it is free for Jibrilites.&lt;br /&gt;
Prerequisites: Skill: Thaumatech 1&lt;br /&gt;
&lt;br /&gt;
Thaumatech Gamma Access (2 trait points): Thaumatech Gamma Access allows advanced praxis programming, including the construction and modification of new spells.  It has historically been the province only of the privileged elite of the Jibrilite Dominions.  This trait can only be taken by Jibrilites due to the safeties involved in the praxi, however these safeties can be overcome with certain quirks.&lt;br /&gt;
Prerequisites: Hero Level: 1, Skill: Thaumatech 5, Trait: Alpha Access, Quirk: Jibrilite Nobles, Codex, Library, Tinker, or Abomination&lt;br /&gt;
&lt;br /&gt;
Thaumatech Zeta Access (3 trait points): Thaumatech Zeta Access allows Chosen level administrator access to various praxi, and its use is highly restricted to the most senior levels of the church hierarchy.  This trait can only be taken by Jibrilites due to the safeties involved in the praxis.  There are continual rumours that a handful of non Jibrilites have managed to crack these safeties, however since the most recent of these involves a mad Kobold thaumatek these are not considered credible.&lt;br /&gt;
Prerequisites: Hero Level: 3, Skill: Thaumatech 8, Trait: Alpha Access, Quirk: Jibrilite Codex, or Abomination&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior.  Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of Solo Praxis.&lt;br /&gt;
Prerequisites: Hero Level: 2, Quirk: Jibrilite Construct, Codex&lt;br /&gt;
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=Possible Character Traits=&lt;br /&gt;
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==Jonas Related Traits==&lt;br /&gt;
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Physical Conditioning (1 trait point): You gain +5 maximum Physical Stress to every health level, and -1 to lingering wound rolls.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 3&lt;br /&gt;
&lt;br /&gt;
Perseverance (1 trait point): You gain an extra Health Level.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 4&lt;br /&gt;
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Pumped/Focused/Willful/Aetheric (1 trait point): +1 to one Exploit pool.  Can be taken multiple times.  Exploit pool cannot exceed double the stat value.&lt;br /&gt;
&lt;br /&gt;
Orator (2 trait points) Access to the Oratory conversation options&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Conversation 4&lt;br /&gt;
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Diva (3 trait points) Gain 1 Willpower after succeeding in a Social Action against a large audience.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 3&lt;br /&gt;
&lt;br /&gt;
Rhetorical Recovery (2 trait points): Cancel one point of vibe immediately after it is inflicted by spending 1 Willpower as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 5&lt;br /&gt;
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Republic Weapons Training (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Firearms 2&lt;br /&gt;
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Republic Officer Training (3 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Leadership 3&lt;br /&gt;
&lt;br /&gt;
Guerilla (1 trait point): Access to the Guerilla tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Tactics 3&lt;br /&gt;
&lt;br /&gt;
Chessmaster (3 trait points): Access to the Chessmaster tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Planned Support&amp;quot;: 2 Advantage to make a supporting roll as a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Tactics 5&lt;br /&gt;
&lt;br /&gt;
TrackIron Operator (1 trait point): Ability to operate TrackIrons without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AutoGear Operator (2 trait points): Ability to operate AutoGears without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tank Hunter (1 trait point): Access to the Tank Hunter Weapon System combat options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Weapon Systems 3&lt;br /&gt;
&lt;br /&gt;
Merciless (1 trait point): Gain +1 Advantage for hitting exposed targets.  Gain an additional +1 advantage for killing or incapacitating them.&lt;br /&gt;
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==Aran Related Traits==&lt;br /&gt;
&lt;br /&gt;
Ethereal Beauty (1 trait point): +3 to all Graces rolls, and all Graces based social successes are considered one level higher.&lt;br /&gt;
Prerequisite: Elf, or Physique or Intellect of 5&lt;br /&gt;
&lt;br /&gt;
Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions.&lt;br /&gt;
Prerequisite: Physique of Intellect of 5&lt;br /&gt;
 &lt;br /&gt;
Magi Aspirant (1 trait point): Magi Aspirant is the entry level into the Zenith style of Willwork, common across Heylel and Rafaela.  It provides access to the bronze circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Skill: Willwork 1&lt;br /&gt;
&lt;br /&gt;
Magi Adept (2 trait points):  Magi Aspirant is the journeyman level of the Zenith style of Willwork.  It provides access to the silver circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 1, Skill: Willwork 3&lt;br /&gt;
&lt;br /&gt;
Magi Master (3 trait points):  Magi Master is the highest commonly attained level of the Zenith style of Willwork.  It provides access to the gold circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 2, Skill: Willwork 5&lt;br /&gt;
&lt;br /&gt;
Zenith Bayonet Training (1 trait point):&lt;br /&gt;
&lt;br /&gt;
Elven Fencing Style (2 trait points): Elven sword and magic combat options&lt;br /&gt;
Prerequisites: Melee 3, Elf or Elven Circles&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options&lt;br /&gt;
Prerequisites: Hero 2, Skill: Melee 6&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Combat Magi (3 trait points): Zenith combat spell options&lt;br /&gt;
Prerequisites: Hero 2, Trait: Magi Adept&lt;br /&gt;
&lt;br /&gt;
Elven Glamour Magic (2 trait points): Tricksy elven foolery options&lt;br /&gt;
Prerequisites: Elf or Elven Circles, Trait: Magi Aspirant&lt;br /&gt;
&lt;br /&gt;
Night Court Doom Magic (5 trait points): OP elven doomspell BS options&lt;br /&gt;
Prerequisites: Hero 3, Trait: Magi Master&lt;br /&gt;
&lt;br /&gt;
Aint Got Time to Bleed! (3 trait points): Gain 1 Adrenaline at the end of any combat round in which you were wounded.&lt;br /&gt;
Prerequisites: Hero 1, Physique 3&lt;br /&gt;
&lt;br /&gt;
Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Physique 5&lt;br /&gt;
&lt;br /&gt;
==Alice Related Traits==&lt;br /&gt;
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Basic Strikes (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::For every 2 Advantage: Reduce Physical Factor by +1 for one round.&lt;br /&gt;
&lt;br /&gt;
Basic Throws (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Sweep,&amp;quot; Attempt advantage transfer.&lt;br /&gt;
::4 Advantage: &amp;quot;Ground,&amp;quot; cost target their next action with a successful attack.&lt;br /&gt;
::6 Advantage: &amp;quot;Fling,&amp;quot; Throw target 5m, including into another person.  Grounds if athletics check failed.&lt;br /&gt;
::8 Advantage: &amp;quot;Fling,&amp;quot; Throw target 10m.&lt;br /&gt;
::10 Advantage: &amp;quot;Fling,&amp;quot; Throw target 15m.&lt;br /&gt;
&lt;br /&gt;
Basic Grapples (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Pin&amp;quot; Immobilize a character on the ground&lt;br /&gt;
::4 Advantage: &amp;quot;Hold&amp;quot; Immobilize a character while standing&lt;br /&gt;
::6 Advantage: &amp;quot;Joint Lock&amp;quot; cost opponent one HL if they take an action&lt;br /&gt;
::8 Advantage: &amp;quot;Joint Break&amp;quot; cost opponent one HL.&lt;br /&gt;
::10 Advantage: &amp;quot;Submission&amp;quot; incapacitate an opponent if they fail an Athletics check.&lt;br /&gt;
&lt;br /&gt;
Close Combat Gunslinger (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
May parry as a free interrupt with Senses+Firearms, up to the rate of fire of your wielded pistols&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 5m&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Focus to use pistol attacks as follow through actions after strikes or grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
::4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
::6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
::8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat.  Activate as a free action.&lt;br /&gt;
::10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
Quick Draw Gunslinger: (1 trait point)&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be used with pistol weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
Prerequisites: Firearms 4, Alertness 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two Handed Gunslinger (2 trait points)&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4&lt;br /&gt;
&lt;br /&gt;
Alpha Logitike (1 trait point): Jibrilite non-combat willwork spells, or &amp;quot;Lotek Praxi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Omega Logitike (1 trait point): Jibrilite combat Lotek Praxi.&lt;br /&gt;
&lt;br /&gt;
Omega Crucible (2 trait points): Jibrilite Crusader magical martial art focusing on the use of transmutation to deliver powerful strikes&lt;br /&gt;
Can change Combat Advantage to Aura as a free action, raising Aura by as much as the character&#039;s Aether attribute.&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Core Aether to follow through on any close combat strike with an Etheric Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Omega Logitike&lt;br /&gt;
&lt;br /&gt;
Gun Fu (2 trait points): You can roll Senses + Firearms to &amp;quot;block&amp;quot; firearms attacks made at close combat ranges as a normal reaction.  By spending one Focus you can also do this at all ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Hero 1, Close Combat Gunslinger&lt;br /&gt;
&lt;br /&gt;
==Chrysanth Related Traits==&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior. Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of integrated Solo Praxis.  Because they are integrated into the Solonarch&#039;s body, Solinarch Solo Praxis are used with Aether + Aether Channel rather than Intellect + Thaumatech.  A Solinarch may choose five Solo Praxis to be slotted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Flow like Water&amp;quot; (1 trait point): Gain one extra Advantage from successful throws.&lt;br /&gt;
&lt;br /&gt;
Mantle of the Chosen (1 trait point): Gain +5 edge in social conflict with Jibrilites who hold a positive or neutral view of the Chosen.  Suffer a -5 edge penalty in social conflict with Jibrilites who hold a negative view of the Chosen.&lt;br /&gt;
&lt;br /&gt;
Graviton Master (2 trait points): Manipulate gravity waves with a touch.&lt;br /&gt;
::Spend Willpower for Advantage in addition to Adrenaline&lt;br /&gt;
::Spend Willpower for follow-through on any successful unarmed attack&lt;br /&gt;
::Increase ground and throw damage to 1d6, affected by threshold multiplier&lt;br /&gt;
::Pin with 1d6 Physique DC, affected by threshold multiplier&lt;br /&gt;
::Reduce threshold by +1 per 5 Intellect + Thaumatech&lt;br /&gt;
&lt;br /&gt;
==Gregorio Related Traits==&lt;br /&gt;
&lt;br /&gt;
Mad Scientist (??? trait points): Just like an evil villain makes a monologue for this dastardly plan, so too will a mad scientist babble his work to no one in particular about his craft. Doing so will make you sound disturbed to any listening, but the +1 to your Willpower when you commit makes it worthwhile.&lt;br /&gt;
&lt;br /&gt;
Psyche (1 Trait points): Natural telepathic ability, including the ability to switch teletex routers and establish mind to mind connections.  This ability still requires the target possess a teletex or logotex, but allows the Psyche to overcome the usual routing restrictions.&lt;br /&gt;
&lt;br /&gt;
Unbound Psyche (3 Trait points): The ability to use telepathy without a teletex.&lt;br /&gt;
&lt;br /&gt;
Coded Autoclaire Operator (1 Trait point): Use Intellect + Thaumatech to create semi-autonomous praxis macros to operate an Autoclaire.&lt;br /&gt;
&lt;br /&gt;
Synergent Autoclaire Operator (2 Trait points): Pilot an Autoclaire using combat initiative and personal stats lile Physique + Athletics or Senses + Firearms&lt;br /&gt;
&lt;br /&gt;
Integrant Autoclaire Operator (3 Trait points): Pilot an Autoclaire with magic initiative and Aether + Aether Channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Spellbook&amp;diff=66979</id>
		<title>AI:L Spellbook</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Spellbook&amp;diff=66979"/>
		<updated>2019-04-24T03:52:25Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Types of Etherics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magic Rules==&lt;br /&gt;
&lt;br /&gt;
Magic builds Aura as a kind of etheric advantage.  Willwork is the median; builds modest amounts of aura and is somewhat visible, uses Aura to boost spell power and duration.  Aura also has greater passive effects.  Sorcery build Aura fast and is highly visible, uses Aura to determine range as well as power and duration.  Aura has few passive effects as all energy is channeled into Sorcerous soul.  Thaumatech has minimal aura build and visibility but makes minimal use of it as well, with spells having set effects.  The exception is Solinarchs have an aura field they can turn on and off instantly, for various special effects.&lt;br /&gt;
&lt;br /&gt;
===Types of Etherics===&lt;br /&gt;
&lt;br /&gt;
Etheric spells are divided into four basic categories; Transmutation, Aura, Veil (Spirit), and Void (Fate).  Transmutation effects are by far the most common, as the willworker influences the Ether around them to turn one type of substance or energy into another, or to control its shape or movement.  Transmutation effects require the willworker to be in physical contact with whatever object or force they intend to modify.  All living things attract ether, and build up an etheric aura around themselves.  Auras can be made to resonate with each other over a distance, and a Willworker can use this to affect the auras of others by consciously modifying her own.  Aura magic has little to no effect on inanimate objects.   Veil effects work by manipulating the boundary between this universe (Apatha), and the Etheric one (Peritha).  Veil magic is difficult to cast, and often dangerously unpredictable, but allows the Magi to summon beings from other dimensions and warp the very nature of reality.  Void magic is a relatively recent development and uses the more esoteric connections made between objects and events to warp space and time.&lt;br /&gt;
&lt;br /&gt;
===Aura Charging===&lt;br /&gt;
&lt;br /&gt;
Magi and Sorcerers can consciously charge their Auras.  This requires a standard action, and a roll of Aether + Aether Channel.  The DC is 5 + the Current Aura Level for Wild Magic.  Success results in the gain of one point of Aura.  More skilled Magi can raise this DC to gain larger amounts of Aura.  For Sorcery, the DC is 5 + (desired Aura Gain)^2.  If successful the Sorcerer will gain (desired Aura Gain) in Aura points.  If any trait or equipment adds to a Magi or Sorcerer&#039;s Aura gain, it is added &#039;&#039;after&#039;&#039; all other calculations.  This means that while Magi must steadily charge their Auras level by level, skilled sorcerers can gain large amounts of Aura in a single roll, and it is no harder for them to charge at high levels of Aura than it is at low levels.  Thaumatechs are not trained in how to charge or discharge their Aura, although there are Thautech Praxi that will perform that function for them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aura works much like Advantage, but it can only be spent on magical effects.  A Magi or Sorceror will gain their Aura rating as a bonus to all Aether-based rolls.  Thaumatechs do &#039;&#039;not&#039;&#039; get this bonus unless they are also Magi or Logitike, and then still only for Aether rolls.  For Intellect-based rolls (the meat and potatoes of Thaumatechnology) the Thaumatech must use normal Advantage.&lt;br /&gt;
&lt;br /&gt;
With regards to Auras, spells are either Aura Boosting, Aura Draining, Aura Neutral or Aura Hanging.  An Aura Boosting spell will raise the casters aura the specified amount every time it is cast.  Similarly an Aura Draining spell will reduce it the specified amount.  Further, if the caster does not have sufficient aura to spend on an Aura Draining spell then that spell cannot be case.  An Aura Hanging spell relies on the level of the caster&#039;s aura for its effects, which are often sustained.  An Aura Neutral Spell has no effect on the Aura in any way - many Thaumatech Praxi fall into this category.&lt;br /&gt;
&lt;br /&gt;
==Sorcery Aura Effects==&lt;br /&gt;
&lt;br /&gt;
The great advantage of Sorcery is that it allows the sorcerer to use magic against targets beyond point blank (touch) range, or to use it over a very wide area.  The range depends on the Sorcerer&#039;s current Aura level.  The chart below is the baseline.  More powerful sorcerous souls, or Shar, have additional modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::1. Sense Range 100m, Manipulate Range 10m, Radius 5m&lt;br /&gt;
::2. Sense Range 1km, Manipulate Range 20m, Radius 10m&lt;br /&gt;
::3. Sense Range 5km, Manipulate Range 50m, Radius 25m&lt;br /&gt;
::4. Sense Range 10km, Manipulate Range 100m, Radius 50m&lt;br /&gt;
::5. Sense Range 50km, Manipulate Range 500m, Radius 75m&lt;br /&gt;
::6. Sense Range 100km, Manipulate Range 1km, Radius 100m&lt;br /&gt;
::7. Sense Range 500km, Manipulate Range 5km, Radius 250m&lt;br /&gt;
::8. Sense Range 1,000km, Manipulate Range 10km, Radius 500m&lt;br /&gt;
::9. Sense Range continent, Manipulate Range 100km, Radius 1km&lt;br /&gt;
::10. Sense Range planetary, Manipulate Range 1,000km, Radius 10km&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magi and Sorcerer Combined&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A character may have both the Magi and Sorcerer Traits, in which case they will be able to use both types of Ether Channeling.  All Magi spells can be cast through sorcery at range.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Magi with Second Level Sorcery, gained through bonding with a familiar gains the ability to cast spells at range as determined by their familiar, rather than the Sorcerer Aura Effect chart.  Such a character gains none of the effects, abilities, or penalties of being a Sorcerer, and is treated as a Magi in every respect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Willwork Basics==&lt;br /&gt;
&lt;br /&gt;
Willwork, or wild magic, is also known as &amp;quot;Logitike&amp;quot; in Jibril and the &amp;quot;First Prana&amp;quot; among the Zenith.  Willwork is commonly believed (incorrectly) to be the earliest form of magic practiced on Arth.  It is the simplest of the three major magical arts, and any minimally etherically sensitive individual can practice it with training, requiring no special souls or silver circuitry.&lt;br /&gt;
&lt;br /&gt;
==Zenith Willwork==&lt;br /&gt;
&lt;br /&gt;
Below is the collection of magical Prana taught to to Zenith Magi in a more or less standardized fashion across the Empire.  The spells or &amp;quot;Prana&amp;quot; of the Zenith school have become the standard for willworkers across much of Arth.  Compared to the Jibrilite Logitike lists, there are both more Zenith Prana overall, and more combat focused ones.  Additional Prana can be learned from various specific schools, such as those taught by oracles, ice mages or blood magi.&lt;br /&gt;
&lt;br /&gt;
===Bronze Circle===&lt;br /&gt;
&lt;br /&gt;
Anja - Transmutation&lt;br /&gt;
&lt;br /&gt;
Echoes - Veil - Simple summoning of lights or shadows or noises&lt;br /&gt;
&lt;br /&gt;
Psychometry - Continuum - &lt;br /&gt;
&lt;br /&gt;
Evil Eye - Aura - Basic mental attack&lt;br /&gt;
&lt;br /&gt;
Dampen - Aura - Dump Aura potentially generating Ether&lt;br /&gt;
&lt;br /&gt;
Restore - Transmute - Heal PS&lt;br /&gt;
&lt;br /&gt;
Craft - Transmute - Assist with building or crafting&lt;br /&gt;
&lt;br /&gt;
Philtre - Transmute - Pheromones&lt;br /&gt;
&lt;br /&gt;
===Iron Circle===&lt;br /&gt;
&lt;br /&gt;
Basic combat spells&lt;br /&gt;
&lt;br /&gt;
Mana Bolt - Aura - Basic attack&lt;br /&gt;
&lt;br /&gt;
Ward - Aura - Turn Aura into HL&lt;br /&gt;
&lt;br /&gt;
Blight - Transmute - Damage with touch&lt;br /&gt;
&lt;br /&gt;
===Silver Circle===&lt;br /&gt;
&lt;br /&gt;
Improved Ward&lt;br /&gt;
&lt;br /&gt;
Inner Fire - Boost stats&lt;br /&gt;
&lt;br /&gt;
Heal - assist wound roll&lt;br /&gt;
&lt;br /&gt;
Forge - create matter from ether&lt;br /&gt;
&lt;br /&gt;
Dreamwalk - Continuum - Enter mind while sleeping&lt;br /&gt;
&lt;br /&gt;
Scrying - Continuum - View subject due to previous link&lt;br /&gt;
&lt;br /&gt;
===Gold Circle===&lt;br /&gt;
&lt;br /&gt;
==Willwork Spells==&lt;br /&gt;
&lt;br /&gt;
Willwork Spells expend both Ether and Aura to cast.  Many spells can also expend additional Aura and Willpower to increase their effects.&lt;br /&gt;
&lt;br /&gt;
Names given for various spells and practices are the standard Rafaelan names, which are considered traditional if sometimes a bit &amp;quot;common&amp;quot; or &amp;quot;vulgar.&amp;quot;  Any additional names or terms in brackets refer to the preferred Zenith and Jibrilite terms (Zenith / Jibrilite).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rituals===&lt;br /&gt;
&lt;br /&gt;
Standing Ward&lt;br /&gt;
&lt;br /&gt;
Etheric Messenger&lt;br /&gt;
&lt;br /&gt;
Etheric Construct&lt;br /&gt;
&lt;br /&gt;
===Scrying===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Sight (Anja/Aspex)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1 Ether - committed, Action: Free Action, Range: 0, Duration: Until Cancelled, Spell Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Required: Magi / Sorcerer, Ritual Skill 1&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This spell modifies the user&#039;s eyes to allow them to see Ether out to visual ranges.  Interpreting what they see sometimes requires the Read Auras skill.  This spell applies a -2 concealment penalty to mundane Sense rolls as the flows of ether obscure normal sight, but allows the watcher to add the Aura ratings of those around them as a bonus to detection.  Second Sight can see living beings through inanimate objects inside of 25m so long as they have Core Ether or a positive Aura value, but it cannot see through living objects like trees and other vegetation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battlemagic===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bile&#039;&#039;&#039;&lt;br /&gt;
Use - Cost: 1 Ether, Action: one standard action, Range: 10m, Duration: Instant, Spell Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Required: Magi / Sorcerer, Spellcraft Skill 2&amp;lt;br&amp;gt;&lt;br /&gt;
Description - The Magi transmutes her spit into another substance with an Aether + Spellcraft roll, then spits it at a target, hitting on a Physique + Athletics roll against their ranged AC.  The DC of the spellcraft roll depends on the nature of the transmutation, as does the effect.  In battle common substances are various poisons, phosphorous, and adhesives.  Some substances can be extremely dangerous to the caster, and if she does not score at least 10 on the Physique + Athletics roll she will hurt herself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carrion Lord&#039;&#039;&#039;&lt;br /&gt;
Use - Cost: 1+ Aura, Action: one standard action, Range: 0m, Duration: Instant, Spell Type: Aura&amp;lt;br&amp;gt;&lt;br /&gt;
Required: Magi / Sorcerer, Spellcraft Skill 3&amp;lt;br&amp;gt;&lt;br /&gt;
Description - The Magi summons a swarm of local insects to her aura, eventually creating a swarm that can completely hide her from sight.  A more powerful version can attract birds instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thunderclap (Mana Flash / Mana Flash)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 1+ Aura, Action: one standard action, Range: 10m + 5m per Aura spent, Duration: Instant, Spell Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Required: Magi / Sorcerer, Spellcraft Skill 1&amp;lt;br&amp;gt;&lt;br /&gt;
Description - To cast this spell the Magi generates some loud noise with a clap or a stamp, and then rapidly amplifies it with a transmutation effect, often adding in a flash of bright light as well.  Those within range of the effect are stunned for (Aura Spent) + 1d3 rounds, suffering a -5 Action penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tremor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 2 Ether, Action: one standard attack, Range: 10m + 5m per 2 Ether spent, Duration: Instant, Spell Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Required: Magi / Sorcerer, Spellcraft Skill 3&amp;lt;br&amp;gt;&lt;br /&gt;
Description - To cast this spell the Magi touches the ground and channels a sudden pulse of Ether into it, making it heave.  The effect is normally omni-directional in a circle all around the caster, but by spending 1 Willpower the Magic can instead direct the effect in a directional cone extending for twice the normal range.  The Magi rolls Aether + Spellcraft, and all in the area of the effect must beat this roll with an opposed Physique + Athletics roll or be knocked prone, losing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward (Auroshell / Halo)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 2 Ether - committed, Action: one standard attack, Range: 0, Duration: Until cancelled, Spell Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Required: Magi / Sorcerer, Spellcraft Skill 2&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This spell allows the character to reinforce their aura with an effect that provides DR against any one type of attack (Physical, Energy, or Ether). The caster commits 2 points of Ether and gains 2 points of DR, coverage 10, for every point of their current Aura.  If they gain additional Aura while the spell remains active, they gain additional DR.  If they lose or expend Aura, the DR decreases. This effect lasts until the character&#039;s Aura drops to zero, or the caster consciously ends the spell. Witchfire attacks (and its derivatives) cannot harm someone protected by a Ward of any sort.  As a Standard action the caster may roll Aether + Spellcraft against a DC of 10 + Aura strength to change the Ward&#039;s protection from one type of attack to another.  Failure means the Ward collapses.  A character cannot benefit from multiple Ward-type spells at the same time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchfire (Mana Bolt / Mana Bolt)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 1 Aura, Action: one standard attack, Range: 25m, Duration: Instant, Spell Type: Aura&amp;lt;br&amp;gt;&lt;br /&gt;
Required: Magi / Sorcerer, Spellcraft Skill 1&amp;lt;br&amp;gt;&lt;br /&gt;
Description - Allows the character to send a pulse of energy from their aura to the aura of another target within range whose aura is visible to them.  This means that the caster must be using Second Sight (Anja / Aspex), and the target must either have Core Ether remaining, or a positive Aura. This attack ignores cover and cannot be dodged.  It can however be countered by a countermagic action and an opposed Ether+ Spellcraft / Ether Channel + Aura roll.  The defender must be within 25m of the target, and suffers -5 to their roll if their aura is not the target.  The attack deals 1d10 Ether Damage and a Minor Burn Trauma Wound.  The Magi can increase the wound to a Moderate Burn Trauma wound by spending one Willpower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witch&#039;s Kiss (Mana Break / Megablow)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 1 Ether, Action: one standard attack, Range: 0m, Duration: Instant, Spell Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Required: Magi / Sorcerer, Spellcraft Skill 2&amp;lt;br&amp;gt;&lt;br /&gt;
Description - As a standard action allows the character to roll to hit the target as with a single unarmed strike, and if successful performs a transmutation based attack that deals 2d10 Atomic Damage, and deals a Moderate Penetrating Wound.  The Magi can increase the wound to a Major Penetrating Wound by spending one Willpower.  This attack ignores armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thaumatech Basics==&lt;br /&gt;
&lt;br /&gt;
Thaumatech Praxi are constructed from ether conductive circuits made of the silver alloy Archenium, with the flow of energy regulated by tiny ether geode chips within the circuitry.  These circuits can be created as “plug and praxis” kits, where a skilled Thaumatechnician can rapidly combine various circuits to create different effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A typical Thaumatechnician’s “plugsuit” runs off the users Aether Aura, and involves receptors at head, neck, chest, waist, ankles, upper arms, and gloves or gauntlets.  One of the gauntlets traditionally contains a slot or mounting for connecting the combined circuit.  The mounting of an active ether circuit is called the pix.  These circuits usually gather Ready Ether from the user (depending on the quality of the suit anywhere from 3 to 15 points), removing the need to Channel Ether save for the very largest Praxi.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thaumatech circuits are divided into five separate types.  Unless a pix has a dual module mount, it can only take one circuit of each basic type.  A multi-module mount can fit any type of module, but does not otherwise lift the restriction on mounting only one of each type of module.  Some pix mounts may be unable to mount certain types of circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Primary Module:&#039;&#039;&#039; The primary module is required for all Praxis, and determines the basic nature of the Praxis’ effect.  Most Primary modules can also function as a Secondary module.  Primary modules will include everything from attack and defense Praxi to transmutation and animation Praxi.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Secondary Module:&#039;&#039;&#039; A primary module added as an additional effect to another module.  This usually weakens the effect, and ups the power cost.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Modifier Module:&#039;&#039;&#039;  Modifier modules will expand or change the effect of the Primary and Secondary modules in some way, such as affecting a larger area, inverting the Praxis effect, sometimes just adding a cosmetic flair.  Modifier modules are the most common type of module to be dual mount capable.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Range Module:&#039;&#039;&#039;	The range module adds additional range to the Praxis effect.  Without this module the default range for the Primary Module is used.  When added, the range module’s multiplier is added to the Praxis effect.  Modules that cannot have their ranges extended beyond touch will have a default range of “0”.  A common way around this limitation is to use “Pix balls” or “Pix Shells,” which are Praxis circuits contained within balls that are then thrown or fired into the desired target area.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Special Module:&#039;&#039;&#039;  Special modules apply more significant and powerful modification effects to the Praxis that the Chosen wish to keep restricted.  Most commonly available pix do not have a Special Module slot.	&lt;br /&gt;
&lt;br /&gt;
Assembly of a Praxis circuit is usually with the main module in the center, and the other modules plugged into the main in a cross pattern.  Modern Praxis circuits are quite compact, and a full four point assembly will usually still comfortably fit into the palm of a hand, with most individual components being coin sized.  The full assembly will be a beautiful shape of external crystal shells, internal silver tracery and dancing points of light, making Praxis circuits common jewelry for Jibril Nobility.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although mechanically assembling a Praxis circuit is a simple matter of clicking the relevant modules together, to create a functioning circuit the Thaumatech must also channel ether into it as she does so in an etherically complex procedure, which serves as the circuit&#039;s security access code.  This process involves both training and genetics, and the Jibrilite nobility are bred for latent circuit access.  An unskilled user attempting to assemble a Praxis circuit will be left with just a pretty lump of silver and crystal.  The Chosen also have the ability to spontaneously disable and disassemble any Jibrilite Praxis circuit which is not in the hands of an authorized user, which has limited the use to which the Zenith Empire is willing to put any captured Praxis circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
Because of the influence of the Chosen over the development of Thaumatechnology, many of the circuits have names based events, passages, or holy people or objects from the Empyrian Codex.  Even among the enemies of the Chosen many of these names have become ingrained in the common language of Thaumatechnology.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thaumatech Praxi==&lt;br /&gt;
&lt;br /&gt;
Use describes how the Praxis is actually used.  Aside from high end restricted Praxi, any user with sufficient Ether Channel to pay the cost of activating a Praxis can use it when it is assembled.  Cost is how much Ether must be spent or committed (committed ether is unusable while the Praxis is active, but can be regained upon ending it) to activate the Praxis.  Action is the action required to use it. Range is the Praxis default range without further modification. Duration is how long the Praxis effect actually lasts for once activated. Praxis Type describes what kind of etheric effect is used.&lt;br /&gt;
&lt;br /&gt;
There are three basic Etheric effects: Transmutation, Aura, and Veil.  Transmutation effects change one thing into another and commonly only work at touch range.  However the Chosen are masters of Transmutation, and have found ways to create ranged attacks by transmuting high energy forces into being, and then releasing them.  Aura effects work through the interaction of one Aura with another.  They are typically short ranged, but if a specific link is established can function at almost unlimited ranges.  Veil effects work through translating matter and energy across the barrier between worlds.  These effects are commonly centered on the user, but often have extended spheres of effect.  Veil effects are the most powerful, and most restricted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assembly describes how difficult the circuit is to assemble, and what skills and traits are needed.  The full assembly complexity of a circuit is the sum of the complexity of all its modules.  A Praxis circuit cannot be assembled without the required trait: Thau Delta, Thau Epsilon, and Thau Zeta.  Each higher level trait also gives access to all the lower level Praxi.  Praxi &#039;&#039;can&#039;&#039; be assembled without meeting the minimum skill requirement, but this cannot be done in combat, only in quiet and controlled conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assembling a Praxis circuit is a Special action, rolling Intellect+Thuamatech against a DC of the full assembly total.  If successful, the Thaumatech quickly assembles the desired Praxis within the space of a normal combat action, and may then immediately use it if they have an additional action.  If the Thaumatech beats the difficulty number by twice or more they can assemble the circuit as a free action, regaining their Special action as a Move action.  If they fail, they can roll again with their next action and add the results together.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many of the Praxi below are similar to Wild Magic equivalents, however in general Thamatech Praxi tend to be cheaper to activate, with more stable and longer duration effects.  On the other hand, Thaumatech Praxis have only a single mode of operation and no flexibility on the part of the user beyond what modules are added to modify the effect.  Also, due to in-built safety limitations, some Thaumatech effects have less raw power than their wild magic cousins, although this can sometimes be countered by the addition of modules to remove these restrictions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary Modules - Attack===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ether Bolt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 1 Ether, Action: one Shoot, Range: 25m, Duration: Instant, Praxis Type: Aura&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +5 Easy, Required: Thau Delta, Thaumatech Skill 1&amp;lt;br&amp;gt;&lt;br /&gt;
Description - Allows the character to send a pulse of energy from their aura to the aura of another target within range whose aura is visible to them.  This attack ignores cover and cannot be dodged.  Unlike Witchfire, Ether Channel cannot be used to cancel this attack, however it is still blocked by Aura shield effects.  The attack deals 1d10 Ether damage and the Minor Wound (Pain).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Bolt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 1 Ether, Action: one Shoot, Range: 25m, Duration: Instant, Praxis Type: Aura&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +5 Easy, Required: Thau Delta, Thaumatech Skill 1&amp;lt;br&amp;gt;&lt;br /&gt;
Description - Allows the character to send a pulse of energy from their aura to the aura of another target within range whose aura is visible to them.  This attack ignores cover and cannot be dodged.  Unlike Witchfire, Ether cannot be used to cancel this attack, however it is still blocked by Aura shield effects.  The attack deals 1d3 Mental damage and a Minor Vibe.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinetic Bond&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 2 Ether, Action: one Shoot, Range: 25m, Duration: Instant, Praxis Type: Aura&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +5 Easy, Required: Thau Delta, Thaumatech Skill 2&amp;lt;br&amp;gt;&lt;br /&gt;
Description - Allows the character to create a link between their aura and another within range whose aura is visible to them.  The character can then yank the target forward up to 20m, or throw them back 20m with an aura repulsion or attraction effect.  If the target hits something in the process, they take damage as per falling damage for the distance traveled.  This module can be modified by area modules, however doing so increases its activation to two shoot actions as the additional auras are connected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thaumaletric Lance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 3 Ether, Action: one Shoot, Range: 100m, Duration: Instant, Praxis Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +10 Moderate, Required: Thau Epsilon, Thaumatech Skill 3&amp;lt;br&amp;gt;&lt;br /&gt;
Description - An illicit Thaumatech Praxi, created by Gregorio Arhyna, Thaumalectric Lance is designed for use in Thaumatechnic Urban areas.  The spell uses existing ether transmission lines, including power, panoptic, and teleptex cabling, and transmutes a massive energy surge that leaps along those lines before forking to the target.  The lance does require a to hit roll (Senses+Ether Channel) but ignores most cover.  It is obvious to all (a crashing storm of electricity racing to the target) and can be dodged at a DC of 20 + the creator&#039;s Thaumatech skill.  The Lance deals 2d10 Energy damage, and automatically inflicts the minor wound &amp;quot;Shock.&amp;quot; If the target is standing adjacent to a connected Thaumatech device such panoptic mirror, or a teleptex terminal the attack crits on a 9, rather than a 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mega Bolt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 5 Ether, Action: two Shoot, Range: 100m, Duration: one round, Praxis Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +10 Moderate, Required: Thau Epsilon, Thaumatech Skill 5&amp;lt;br&amp;gt;&lt;br /&gt;
Description - “The Praxis the Won the Crusades,” Mega Bolt is a powerful and highly effective brute-force attack.  The Thaumatech creates high energy particles between their hands, then spits them out in an extended beam to the limit of the range band.   Inside of 100m the bolt is wide enough (1m) that no to-hit roll is needed.  Outside that range, to hit rolls must be made or the beam scatters to a new line, using the standard scatter rules.  This beam ignores cover, burning through everything until it hits maximum range.  All caught in the beam must make a dodge roll or be struck, suffering 3d10 Atomic damage, negating all armour, and permanently (until repaired) reducing any armour DC against subsequent attacks by 1 for every 5 damage inflicted.  Because the energy takes time to coalesce, the attack is obvious to anyone able to view Ether, and the dodge difficulty drops to DC20 + the creators Thaumatech Skill (in Solinarchs this is replaced by their Ether Channel Skill).  Although created through transmutation, the actual Megabolt attack is Atomic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voidcall&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 5 Ether, Action: one Shoot, Range: 0m, Duration: one round, Praxis Type: Veil&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +15 hard, Required: Thau Epsilon, Thaumatech Skill 6&amp;lt;br&amp;gt;&lt;br /&gt;
Description - A terrifying Praxis, Voidcall takes all matter within a 5m radius of the activation and throws it across the Veil into the Void.  Those in the target area can make a dodge at DC20+ the Thaumatech&#039;s Ether Channel.  The Praxis is calibrated to spare the area immediately around the activation point, but this relies on precise calibrations by the activating Thaumatech.  If activating personally, the Thamatech must roll Intellect+Thaumatech at DC15, or be caught in the effect herself, with no dodge allowed.  As a result most Thaumatechs will only use Voidcall from Pix balls or shells.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary Modules - Defense===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reinforce&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 1 Ether - committed, Action: one Special Action, Range: 0m, Duration: until cancelled, Praxis Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +5 Easy, Required: Thau Delta, Thaumatech Skill 2&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This Praxis allows the character to reinforce a metal object to increase it&#039;s DR by 2.  Armour reinforced in this way reduces negation effects by half (round down).  This is an extremely common Praxis among Jibrilite officers and Clerics, and is also standard on the armour of elite Crusader formations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halo&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: Variable - committed, Action: one Special Action, Range: 0m, Duration: until cancelled, Praxis Type: Aura&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +10 Moderate, Required: Thau Delta, Thaumatech Skill 3&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This Praxis allows the character to reinforce their aura with an effect that provides DR against any one type of attack (Physical, Energy, Atomic Ranged, or Ether).  The caster may commit 1 point of Ether for 2 points of DR, and may spend as many points as their Ether Channel rating.  This effect lasts until the committed ether is regained, or until an external force destroys it, in which case the committed Ether is lost.  Manabolt attacks (and its derivatives) cannot harm someone protected by an Haloshell, but they do burn off one Ether from the spell’s effect per hit.  Area modules can be applied to this Praxi to expand the radius of the shield.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penumbra&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: Variable - committed, Action: one Special Action, Range: 0, Duration: until cancelled, Praxis Type: Aura&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +5 Easy, Required: Thau Delta, Thaumatech Skill 2&amp;lt;br&amp;gt;&lt;br /&gt;
Description - The character can use this Praxis to deepen shadows allowing them to move unseen by prying eyes. Every point of Ether spent grants a +1 bonus to Stealth rolls per ether committed if the character is in daylight, +2 in low light, and +3 in darkness. The character can spend as many points at once as their Ether Channel rating and the effect lasts until the committed Ether is regained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umbra&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: Variable - committed, Action: one Special Action, Range: 0m, Duration: one round, Praxis Type: Aura&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +10 Moderate, Required: Thau Delta, Thaumatech Skill 3&amp;lt;br&amp;gt;&lt;br /&gt;
Description - The character can spend 1 Ether have their Aura deflect either light or Ether around themselves, becoming invisible either to normal sight, or ether sight. If Umbra is used against Light it also provides 5DR against Laser weapons, and if used against Ether it also provides 5DR against ether attacks. This effect last for one round, so the character must spend an action each turn to sustain it. This is an Aura effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary Modules - Utility===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspex&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1 Ether - committed, Action: one Free Action, Range: 0, Duration: Until Cancelled, Praxis Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +5 Easy, Required: Thau Delta, Thaumatech Skill 1&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This Praxis modifies the user&#039;s eyes to allow them to see Ether out to visual ranges.  Interpreting what they see sometimes requires the Read Auras skill.  This Praxis applies a -2 concealment penalty to mundane Sense rolls as the flows of ether obscure normal sight, but grants a +2 high visibility bonus against characters using Wild Magic or Sorcery that round.  It should be noted that the Chosen have the command codes to this Praxis, and without modification it will not detect any of their works unless they wish it to.  The filtering options Aspex uses can also be abused by a savvy ether user, and active attempts to deceive any Aspex used by a non-Thamatechnician gain a +5 bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simple Transmutation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 1 Ether, Action: one Special Action, Range: 0, Duration: instant, Praxis Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +10 Moderate, Required: Thau Delta, Thaumatech Skill 2&amp;lt;br&amp;gt;&lt;br /&gt;
Description - The character can transmute one simple and homogenous material into another similar material.  Stone can be turned to sand, wood to leaf fiber, copper to iron, and iron to titanium. Although simple transmutation can be used on dead matter, it will not work on anything living.  The effect reaches .5m in radius from the point of touch and can affect 1kg of matter a round.  Breaking matter down is simpler than reinforcing or improving it, and doing the reverse only allows .5kg of material a round.  This is a fairly common effect, so to avoid rampant vandalism many materials are created transmute resistant (Ather+Ether Channel against a DC of 15+) or even transmute immune, either by charging them with an ether current, mixing them with etherically suspended bacteria, or just alloying them with Archenium.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dyntron&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: Variable - committed, Action: one Special Action, Range: 0, Duration: until cancelled, Praxis Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +15 Hard, Required: Thau Delta, Thaumatech Skill 2&amp;lt;br&amp;gt;&lt;br /&gt;
Description - The character can use this Praxis to make themselves stronger, faster, smarter and more dextrous. Every point of Ether spent grants a +1 bonus to Physique, Senses or Intellect. The character can spend as many points at once as their Ether Channel rating. No stat can be raised over 25% (round down) of its natural value, to a minimum of one. This effect lasts until the committed Ether is regained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloister&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 2 Ether - committed, Action: one Special Action, Range: 0, Duration: until cancelled, Praxis Type: Veil&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +10 Moderate, Required: Thau Delta, Thaumatech Skill 3&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This Praxis prevents all sound and light leaving the enclosed area, turning it externally into a black sphere, but otherwise leaving those within unaffected and still able to see and converse.  By default the effect extends over 5m radius.  Area modules can either increase or decrease this.  This Praxis provides complete defense against laser weapons, but upon being hit by any weapon able to deal energy damage it will destabilize and disperse the following round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revivicate&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: Variable - committed, Action: one minute x ether committed, Range: 0, Duration: until cancelled, Praxis Type: Aura, Transmutation, Veil&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Primary, Complexity: +20 Very Hard, Required: Thau Epsilon, Thaumatech Skill 6&amp;lt;br&amp;gt;&lt;br /&gt;
Description - The character can use this Praxis on any dead body to re-animate it as a construct (technically it will work on the living too, but safety restrictions forbid this).  To do so the Thaumatech modifies the target body and then infuses energy from across the Veil into it, binding it to her Aura.  This Praxis requires a roll of Intellect+Thaumatech Theory.  The cost to do this is 1 Ether for an insect (DC10), 2 ether for a small animal like a bird or dog (DC15), 3 ether for a small human or goblin (DC20), 4 ether for a normal sized human (DC25), and 5 ether for a large animal like a horse or ogre (DC30).  Once animated the construct will operate like it did in life, although it&#039;s intellect will be reduced to 0 without further modification.  The construct can then be given one general command (guard this area / guard me / attack that man) for each level of Thaumatech Skill the user has, otherwise it will just act as a direct puppet of it&#039;s creator&#039;s will, taking one Free Action a round to direct.  The creator has a aura link to the target, and can send orders to it over any range, however without telepathy she will have no actual knowledge of what it is seeing or doing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitron&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: Variable (committed or expended), Duration: one round or until cancelled, Praxis Type: Transmutation&lt;br /&gt;
Description: Gravitron transmutes gravitational waves over a localized area, increasing, reducing, or redirecting them.  For committed Ether a character can change how gravity affects themselves.  1 Ether reduces gravity adding a +10 to all athletics rolls for movement, 2 Ether nullifies it completely, allowing a character to float.  The character can also &amp;quot;pulse&amp;quot; gravity in an area centered on themselves, increasing, decreasing or redirecting it for a round. Each committed Aether increases or decreases gravity by 100% increments, up to a limit of the users Thaumatech skill.  The normal radius for this is 10m, can be increased for the cost of one gravity increment.  When used as an area effect, one Core Aether is always lost when then committed Aether is recovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanix&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulate simple machines&lt;br /&gt;
&lt;br /&gt;
===Modifier Modules===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Party Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: +1 Ether, Action: N/A, Range: N/A, Duration: N/A, Praxis Type: Veil&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Modifier, Complexity: +5 Easy, Required: Thau Delta, Thaumatech Skill 1&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This module uses veil energies to create sympathetic reactions in the local ether, resulting in bright lights and psychedelic patters.  This can be extremely distracting, and will apply the &amp;quot;Distracted&amp;quot; vibe to anyone viewing it.  Aside from that, this module is just good fun, particularly for stoned young Thaumatechs at after-curfew Chapel parties.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 0, Action: N/A, Range: N/A, Duration: N/A, Praxis Type: Veil&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Modifier, Complexity: +15 Hard, Required: Thau Delta, Thaumatech Skill 5&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This module dumps excess energies across the Veil adding +5 to detect the affected Praxis.  This effect is obvious to anyone able to view across the Veil, and so actively counterproductive in such cases, adding +5 to their attempts to detect the Praxis.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Area Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: 0 Ether, Action: N/A, Range: N/A, Duration: N/A, Praxis Type: Veil&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Modifier, Complexity: +5 Easy, Required: Thau Delta, Thaumatech Skill 2&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This module removes area effects from a Praxis that possesses them, reducing it down to a personal effect, or a user defined smaller area.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Local Area Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: +100% Primary Ether / +1, Action: N/A, Range: +5m all directions, Duration: N/A, Praxis Type: Veil&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Modifier, Complexity: +10 Moderate, Required: Thau Delta, Thaumatech Skill 3&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This module uses complicated Veil resonances to extend the area of effect of the attached Praxis.  Using it increases the cost of the Primary Praxis circuit by 100%, unless the Primary Praxis is a Veil effect with its own pre-existing area of effect, in which case the cost is just +1 Ether.  This Praxis cannot be applied to Aura-based Primary modules unless specifically stated otherwise in the description.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Enhancer Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: +1 Ether, Action: N/A, Range: N/A, Duration: N/A, Praxis Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Modifier, Complexity: +10 Moderate, Required: Thau Delta, Thaumatech Skill 3&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This module increases all damage effects of the modified Praxis by one dice.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwell Time Module 1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: Variabe, Action: N/A, Range: N/A, Duration: 1 minute, Praxis Type: Veil&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Modifier, Complexity: +15 Hard, Required: Thau Delta, Thaumatech Skill 5&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This module allows a committed Veil effect to be turned into a standing area effect for one minute by paying its ether rather than recovering it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Range Modules===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mid Range Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: +50% Primary Ether / 1 Ether, Action: N/A, Range: x2, Duration: N/A, Praxis Type: Veil&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Range, Complexity: +5 Easy, Required: Thau Delta, Thaumatech Skill 3&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This module uses complicated Veil resonances to extend the range of the attached Praxis.  Using it increases the cost of the Primary Praxis circuit by 50%, rounded down to a minimum of 1 Ether.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long Range Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: +100% Primary Ether / 1 Ether, Action: N/A, Range: x4, Duration: N/A, Praxis Type: Veil&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Range, Complexity: +10 Moderate, Required: Thau Epsilon, Thaumatech Skill 6&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This module uses complicated Veil resonances to extend the range of the attached Praxis.  Using it increases the cost of the Primary Praxis circuit by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Modules===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Target Increase Module 1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: +1 Ether per target, Action: N/A, Range: 20m, Duration: N/A, Praxis Type: Aura&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Special, Complexity: +15 Hard, Required: Thau Epsilon, Thaumatech Skill 6&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This module allows the user to expand the target set of any targeted Aura Praxis.  For attack Praxi it allows a second aura within 20m of the first to be targeted.  For defensive Praxi it allows the effect set to be expanded by one (so for Haloshell it would allow two types of damage to be protected against).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selection Module 1&#039;&#039;&#039;&lt;br /&gt;
Use - Cost: 0, Action: N/A, Range: 20m, Duration: N/A, Praxis Type: Veil&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Special, Complexity: +15 Hard, Required: Thau Epsilon, Thaumatech Skill 6&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This module allows Veil effects to be modified to only affect a specific type of object within their area of effect.  This type is fairly general, such as &amp;quot;clothes,&amp;quot; &amp;quot;humans,&amp;quot; &amp;quot;birds,&amp;quot; &amp;quot;guns,&amp;quot; etc.  More powerful Selection Modules can narrow the target set down further.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autonomy Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use - Cost: Special - Geode Core, Action: Hours, Range: N/A, Duration: N/A, Praxis Type: Transmutation&amp;lt;br&amp;gt;&lt;br /&gt;
Assembly - Component: Special, Complexity: +15 Hard, Required: Thau Epsilon, Thaumatech Skill 6&amp;lt;br&amp;gt;&lt;br /&gt;
Description - This module allows a Thaumatech to create an independent construct with its own (limited) will and independent power source.  This Praxis requires access to a suitable geode core to implant into the construct.  The Thaumatech then rolls Intellect+Thaumatech Theory, and for every 10 points can create 1 point of Intellect in the target.  Once created the construct will run off its own internal power, and will not require committed Ether from the Thaumatech.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Logitike==&lt;br /&gt;
&lt;br /&gt;
Clockwork Coil&lt;br /&gt;
Provides a bonus to the functioning of mechanical equipment&lt;br /&gt;
&lt;br /&gt;
Restore Prime&lt;br /&gt;
Restores PS and reduces wounds&lt;br /&gt;
&lt;br /&gt;
Transfer Will&lt;br /&gt;
Converts Ether into other Exploits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Character_Creation&amp;diff=66976</id>
		<title>AI:L Character Creation</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Character_Creation&amp;diff=66976"/>
		<updated>2019-04-24T02:45:45Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Heroic Ascent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v.0.40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Rules=&lt;br /&gt;
&lt;br /&gt;
	Characters or “heroes” are built around a collection of statistics, skills, traits, quirks and themes.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Basics==&lt;br /&gt;
&lt;br /&gt;
	The base of a character is their statistics and their skills.  There are four stats, those being Senses, Physique, Intellect and Aether.  Each stat is also linked to an “Exploit Pool,” which is equal to the value of the stat.  The pool for Senses is Focus, the pool for Physique is Adrenaline, the pool for Intellect is Willpower, and the pool for Aether is Core Aether.  These exploits are spent to activate various special abilities and fully refresh at the end of a combat or conflict.&lt;br /&gt;
&lt;br /&gt;
	There are several dozen skills which are rolled in conjunction with a single stat.  While stats indicate a character’s natural talent, skills indicate their training and experience.  Only Heroes can take stats or skills higher than 5.&lt;br /&gt;
&lt;br /&gt;
Stats take their current level times 2 in Character Points to raise (minimum 2), while Skills take their current level times 1 to raise (minimum 1).&lt;br /&gt;
&lt;br /&gt;
Cost to buy a stat or skill to the appropriate level at game start:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Starting Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
|-&lt;br /&gt;
| CP Cost to buy Stat&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| 14&lt;br /&gt;
| 22&lt;br /&gt;
| 32&lt;br /&gt;
| 44&lt;br /&gt;
| 58&lt;br /&gt;
| 74&lt;br /&gt;
| 92&lt;br /&gt;
|-&lt;br /&gt;
| CP Cost to buy Skill&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 11&lt;br /&gt;
| 16&lt;br /&gt;
| 22&lt;br /&gt;
| 29&lt;br /&gt;
| 37&lt;br /&gt;
| 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Traits are special character qualities that grant the character special abilities.  Traits often allow a character to violate in whole or in part a particular game rule, or provide specific bonusses to a particular type of action.  A character starts with five trait points, and gains an additional five every time they gain a level of Heroic Ascent.  Most traits are restricted to characters with certain skill levels and/or hero levels.&lt;br /&gt;
&lt;br /&gt;
Quirks are interesting aspects of a character’s appearance, nature, or personality and are what makes them unique.  Quirks often reinforce certain behaviours by providing the character rewards if they act in a certain way.  A character starts with three quirk points and gains more in game.  A character can also choose to convert a trait point to a quirk point.&lt;br /&gt;
&lt;br /&gt;
Themes are elements of the current narrative that are particularly important to a character.  Themes are part of the metagame and allow the GM and other players to know what is important to each other.  They also provide small bonuses to the character.  Themes can be based on people, events, ideas or things.  The GM picks the first theme, and then each player selects an additional theme for the adventure.  Each player then states where their character stands in regard to the various themes in play.&lt;br /&gt;
&lt;br /&gt;
==Exploits==&lt;br /&gt;
&lt;br /&gt;
Natural Stats also govern the Exploits a character has access to.  Exploits are special pools of expendable personal resources that a character can use to give themselves an advantage.  Managing Exploits is key to success in the Ascension system, particularly in combat.&lt;br /&gt;
&lt;br /&gt;
The four exploits are:&lt;br /&gt;
&lt;br /&gt;
::Adrenaline	(Primary Physique)&lt;br /&gt;
::Focus		(Primary Senses)&lt;br /&gt;
::Willpower	(Primary Intellect)&lt;br /&gt;
::Core Aether	(Primary Aether)&lt;br /&gt;
&lt;br /&gt;
	The size of an exploit pool is equal to the size of the primary stat, however specific bonuses can raise it above this.&lt;br /&gt;
&lt;br /&gt;
	In some cases Exploits can also be granted by external equipment with its own unique pool. The most common of these is Ammunition for weapons.  In this case the External Exploit pools must also be tracked.  These External Pools tend to be both smaller and less flexible than the character’s own internal pools.&lt;br /&gt;
&lt;br /&gt;
	Exploits are spent to activate various traits and abilities.  A character can also spend one exploit from each pool once per round to give themselves a +2 edge bonus to any one roll made using that Exploit’s primary stat.&lt;br /&gt;
&lt;br /&gt;
	Exploit pools naturally recover completely at the end of a scene or battle, unless additional effects interfere with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heroic Ascent==&lt;br /&gt;
&lt;br /&gt;
A character gains Heroic Ascent based on the amount of CP spent on their character sheet.  Every time a Hero gains another level of Heroic Ascent they gain one free Stat point.  This free stat point does not count towards CP totals for either Heroic Ascent or Trait progression.&lt;br /&gt;
&lt;br /&gt;
When playing a character-based game, trait points can be awarded incrementally during the gain of CP, before reaching the next Hero level.&lt;br /&gt;
&lt;br /&gt;
::A character with 25 CP is a Mook.  Mooks start with three trait points, including their ancestry trait, and unlike other characters have only one quirk.  Mooks are the random cannon fodder or extras that fill most scenes, and their stats are usually specialized towards whatever immediate role they fill.&lt;br /&gt;
&lt;br /&gt;
::A character with 50 CP is a Bit Character.  Bit Characters star with four trait points.  Bit Characters are random characters that may be encountered anywhere.  They are a step up from Mooks and can be used to add additional challenge.&lt;br /&gt;
&lt;br /&gt;
::A character with 75 CP is a Supporting Character.  A Supporting Character starts with five trait points.  Supporting Characters can be random characters intended to pose a little more challenge, or they can be recurring characters that don&#039;t quite meet the level required to be a true hero.&lt;br /&gt;
&lt;br /&gt;
::A character with 100 CP is a Level 1 Hero or a Local Hero.  Local Heroes gain five additional trait points, one Heroic skill, and one free stat point.  Local heroes exist all over a nation, from the ace pilot of a squadron, to the best sniper of a commando outfit, to a jaded street thief, to a young magical prodigy.&lt;br /&gt;
&lt;br /&gt;
::A character with 200 CP is a Level 2 Hero or a Rising Hero.  Rising Heroes are characters that have made a name for themselves, and are on the way up to either further greatness or an early grave.  Rising heroes gain five additional trait points, one Heroic skill, and one free stat point.  &lt;br /&gt;
&lt;br /&gt;
::A character with 400 CP is a Level 3 Hero or Famous Hero.  National Heroes are characters whose exploits are known across their faction and are held up as ideas to follow, or notorious villains to shun and fear.  National Heroes gain five additional trait points, one Heroic skill, and one free stat point.&lt;br /&gt;
&lt;br /&gt;
::A character with 600 CP is a Level 4 Hero or Renowned Hero.  Famous Heroes are known world-wide and beyond, and whose names and exploits will be remembered for centuries.  Famous Heroes gain five additional trait points, one Heroic skill, and one free stat point.&lt;br /&gt;
&lt;br /&gt;
::A character with 1,000 CP is a Level 5 Hero or Legendary Hero.  The exploits of Legendary Heroes are already becoming myth in their lifetimes, and will be remembered for aeons down the ages.  Legendary Heroes gain five additional trait points, one Heroic skill, and one free stat point.&lt;br /&gt;
&lt;br /&gt;
Heroic Skills are those at which the character is particularly adept and unlikely to fail in.  Each Heroic level a character can designate a new skill as &amp;quot;Heroic.&amp;quot;  When using a Heroic skill the character can spend one Exploit from the skills normal Exploit pool to roll 2d10 and take the best die, or can spend three Exploits to roll 2d10 and add them together.  This is known as a Heroic Surge.&lt;br /&gt;
&lt;br /&gt;
Heroic Surges are a good way to score fantastic successes, but there is also a certain power in being the target of an opponent&#039;s Heroic Surge and surviving.  Each enemy Hero affected by a Heroic Surge and not killed or incapacitated gains, at the end of the current turn, one Exploit of their choice for every Exploit spent on the Surge or reduces their PS by five for every Exploit spent on the surge.  Thus if you target an enemy Hero with a Heroic Surge it&#039;s a good idea to finish them off, lest you only re-invigorate them.&lt;br /&gt;
&lt;br /&gt;
==Distinguishing Features==&lt;br /&gt;
&lt;br /&gt;
A character starts with at least three distinguishing features, such as the way they look, dress, talk, or some other thing that makes them stand out.  These distinguishing features can be related to any quirks the character may have, or they may be something else.  Unless related to quirks or traits, distinguishing features have no immediate game effect, but they serve to help identify a character as an individual rather than just a collection of numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Combat&amp;diff=66876</id>
		<title>AI:L Combat</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Combat&amp;diff=66876"/>
		<updated>2019-03-03T05:26:15Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Combat Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Ascension Isle: Legacy]]&lt;br /&gt;
&lt;br /&gt;
Character Level Combat Rules, version 0.50 (2019/02/03)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Definitions==&lt;br /&gt;
&lt;br /&gt;
Round – a cycle of combat during which combatants take a turn&amp;lt;br&amp;gt;&lt;br /&gt;
Turn – the point of a round where a character takes their actions&amp;lt;br&amp;gt;&lt;br /&gt;
Challenge Target – the number a roll must meet or exceed for success&amp;lt;br&amp;gt;&lt;br /&gt;
Threshold – The amount a roll must exceed the Challenge Target by for additional benefits, written as “Threshold #”.  The default is 5, and is the threshold if no number is stated.&amp;lt;br&amp;gt;&lt;br /&gt;
Zero Threshold – A Threshold roll starting from a Target of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Limited Threshold – A Threshold roll that only provides its benefits once (default) or a limited number of times, as stated in the Threshold rules (example: Limited Threshold 5 (x2) for a bonus that can be applied only twice).&amp;lt;br&amp;gt;&lt;br /&gt;
Advantage – A pool of bonuses that can be added to various rolls or spent to perform special actions&amp;lt;br&amp;gt;&lt;br /&gt;
Edge – A limited kind of advantage that can only be used on a single action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Initiative==&lt;br /&gt;
&lt;br /&gt;
Initiative is rolled at the start of each combat round.&amp;lt;br&amp;gt;&lt;br /&gt;
The Stats and Skill rolled for initiative depend on the category of action a character intends to take.&amp;lt;br&amp;gt;&lt;br /&gt;
::Physique + Athletics – close combat actions and other actions using Physique.&lt;br /&gt;
::Senses + Alertness – ranged combat actions and other actions using Senses.&lt;br /&gt;
::Intellect + Concentration – technical or social actions, including conversation and Thaumatech, and other actions using Intellect.&lt;br /&gt;
::Core Aether + Aether Channel – Etheric actions, including Willwork and Sorcery, and other actions using Core Aether &lt;br /&gt;
&lt;br /&gt;
A character can change their category of action after their initiative roll, but it costs 1 Exploit of the target action category, and costs all their current advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character who beats every other Initiative roll made in a combat by a Limited Threshold of 5 gains 1 Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapons can add situational bonuses to initiative.  Ranged weapons can take interrupt actions against melee attacks, regardless of initiative order.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
Characters get one standard action and one move action during their turn.  They may gain additional actions from spending exploits or advantage, activating traits, or from stances.  Some combat actions can also be taken as part of a move action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character can spend exploits on their own turn, and can spend them on another character’s turn if they have a trait or stance that allows it (such as being in defensive stance).&lt;br /&gt;
Attacking consumes a characters action.  An attack roll is made against an Accuracy Challenge.  The basic accuracy challenge is 10, however this may be adjusted up or down depending on the nature of the target.  Being larger is a definite advantage in close combat, but less so in ranged combat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Challenge==&lt;br /&gt;
::10: Base human value&lt;br /&gt;
::+5: Additional range increment&lt;br /&gt;
::-5: Point blank range&lt;br /&gt;
::+2: Target Moving&lt;br /&gt;
::+5: Target Sprinting/Shooter Moving&lt;br /&gt;
::+10: Shooter Sprinting&lt;br /&gt;
::+2: Light cover&lt;br /&gt;
::+4: Half Cover (1 hit location)&lt;br /&gt;
::+6: Full Cover (1-2 hit location)&lt;br /&gt;
::+10: Loophole (1-4 hit location&lt;br /&gt;
::+2: Poor Visibility&lt;br /&gt;
::+5: Very Poor Visibility&lt;br /&gt;
&lt;br /&gt;
==Cover==&lt;br /&gt;
&lt;br /&gt;
If a character is near cover they can elect to remain fully behind it.  This prevents them from conducting ranged attacks in the direction blocked by the cover, but also prevents them from being hit by ranged attacks in turn (unless these can physically penetrate their cover).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On their turn a character can pop or lean out from cover as a move action, or can move back into it.  Shooting from cover will usually allow a character to maintain the Full Cover bonus, with only head, upper chest and arms exposed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&lt;br /&gt;
When inflicting damage, the attacker rolls for hit location, amount of damage dealt, and then any wounds inflicted.  The defender may roll saving throws, or other defensive abilities.&lt;br /&gt;
&lt;br /&gt;
==Hit Location==&lt;br /&gt;
&lt;br /&gt;
For characters, hit location is rolled on 1d6.  The higher numbers represent harder to hit locations.  There are several different hit location tables depending on the weapon used and the combat situation&lt;br /&gt;
Ranged Attack&lt;br /&gt;
::1-3: Torso&lt;br /&gt;
::4: Legs&lt;br /&gt;
::5: Arms&lt;br /&gt;
::6: Head&lt;br /&gt;
&lt;br /&gt;
Close Combat Attack&lt;br /&gt;
::1-2: Arms&lt;br /&gt;
::3: Legs&lt;br /&gt;
::4-5: Torso&lt;br /&gt;
::6: Head&lt;br /&gt;
&lt;br /&gt;
After rolling for hit location an attacker can choose to strike a location lower on the table than the one they rolled.  If cover would render it impossible to hit any location then the attack hits that cover and unless it is able to penetrate, does no damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An attacker can also attempt a “called shot” after making their attack but before rolling for hit location.  Doing this allows them to spend 2 Advantage to add a +1 to the hit location roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
Characters gain Physical Stress in combat, but unless this stress also results in wounds its effects are short lived.  PS resets at the end of the current combat, once all combatants are no longer rolling initiative.  Wounds however do not reset, and must be healed with time and/or medical assistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several ways of inflicting a wound; capping a Health Level, damage wound effects, and special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a character takes more damage than the PS of their current health level they have the option to “cap” the damage.  Capping the damage means they will suffer no additional damage after the last PS in their current HL is filled.  However, capping damage means they will suffer a wound in return.  This wound is based on the wound effects of the damage they capped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When damage using d6 is rolled, every result of a “6” results in a wound.  When damage is rolled using a d10, the attack automatically inflicts a wound, based on the attack’s effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wounds are either Light, Serious, or Mortal.  A light wound will heal on its own without treatment, a serious wound requires medical attention, and a Mortal wound will be fatal without medical attention.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of a battle the number of wounds a character is suffering is tallied and a d10 is rolled.  Depending on the number, one of the wounds the character is suffering from will be turned into a Light, Serious, or Mortal wound.  If a 10 is rolled, then another wound roll is made based on another wound the character is suffering from.  The selection of which wound a character suffers from is based on which inflicted the most damage to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::1-5: No lingering wound&lt;br /&gt;
::6-10: Light Wound (1/2 effect)&lt;br /&gt;
::11-15: Serious Wound&lt;br /&gt;
::16+: Mortal wound&lt;br /&gt;
&lt;br /&gt;
This roll can be reduced with a Zero Threshold Intellect + medical roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a wound is not removed at the end of a battle it is lingering.  The effects of lingering wounds can be reduced, or even completely suppressed with medical treatment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage and Wound Types==&lt;br /&gt;
&lt;br /&gt;
Pain (all other wound types also inflict pain)&amp;lt;br&amp;gt;&lt;br /&gt;
-1 to all rolls (can be overridden with exploits/rolls/medical assistance)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Piercing/Penetrating&amp;lt;br&amp;gt;&lt;br /&gt;
-1 to maximum PS for each HL (count double for lingering effects, head hits are Stressful/Critical)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Burning&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 extra PS damage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shock/Slashing&amp;lt;br&amp;gt;&lt;br /&gt;
-1 Exploit (WP for head, Adrenaline for Torso and legs, Senses for arms)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etheric&amp;lt;br&amp;gt;&lt;br /&gt;
-2 to Aura, or -1 to Core Aether if no Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traumatic/Stunned&amp;lt;br&amp;gt;&lt;br /&gt;
-1 turn, permanently lose health levels if lingering&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour Effects==&lt;br /&gt;
&lt;br /&gt;
Armour Piercing adds a multiplier to the damage dice.  The value of the armour is then subtracted from the multiplied result.  If the value exceeds that of the armour then the result from the damage dice without the multiplier is applied to the person or object inside the armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armour Negating weapons ignore armour up to a certain value, unless certain conditions are met which cancel the negating effect.  After the armour negating effect is applied, any leftover armour value subtracts from the result of the damage die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Normal weapons simply roll the damage dice and then subtract the armour value, applying any remainder to the target beneath the armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ranged Combat==&lt;br /&gt;
Personal ranged combat is primarily conducted with firearms and is extremely lethal.  Gunfire is difficult to dodge, characters caught in the open are extremely vulnerable, and much of a gunfight involves fighting from cover, or attempting to flank around enemy cover.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged combat naturally builds advantage from aiming, from engaging targets without cover, and from certain stance bonusses (like Overwatch), and from ammunition exploit expenditures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shooting at a target in light cover or less grants 1 advantage to the shooter (whether they hit or not).  Ending a round in Overwatch stance grants 2 advantage.  Once a round a character can also expend one Focus for 2 advantage and one ammunition for 2 advantage as interrupt actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ranged Combat Stances===&lt;br /&gt;
Ranged combat has three basic stances – Overwatch, Snapshooting and ready.  Stances are selected at the start of a character’s combat action.  Once declared a stance persists over subsequent turns and rounds until it changes.  Certain special abilities allow a character to change stances before, during or after their turn.  Certain actions (by the character or an opponent) can also take an opponent out of a stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch&#039;&#039;&#039; stance adds any gained advantage to accuracy.  A character in overwatch must declare a 180 degree arc and is prepared to engage any enemy in that arc.  After their turn is over, they may take an action in any subsequent turn as an interrupt.  They may spend 1 Focus to gain an interrupt attack ahead of any enemy move or combat action.  Overwatch stance persists until the character ends it by adopting another stance, evading or moving.  If a character remains in overwatch at the end of a round they gain 2 advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snapshooting&#039;&#039;&#039; adds any gained advantage to initiative and ranged AC.  A character who is snapshooting can maintain the stance while moving.  The dodge threshold for a character who is snapshooting is lowered by 1.  If a character in Snapshooting stance fires on another charcter’s turn they can spend an Adrenaline exploit at the end of the turn to take a move action.  Hitting the Deck will still remove the snapshooting stance.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Ready&#039;&#039;&#039; is the basic firearms stance and adds any gained advantage to accuracy.  It can be maintained while conducting a normal move action but not while running.  A character who reloads their weapon will enter the ready stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat Actions===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodge&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an interrupt a character can perform a Dodge using Physique + Athletics.  Dodging is a Zero Threshold 5 defensive action, with each success adding +1 to a character’s AC.  Dodging costs one action.  Heroes can declare their dodge after their opponent has made the attack roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Characters with ranged weapons and going on ranged initiative dodge close combat attacks at Threshold 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reload&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reloading refreshes the ammo exploit counter of a weapon and can be done as part of a move action.  Reloading will reset a character’s combat advantage to 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aiming is one of the primary means of gaining advantage.  An aim is made as a combat action and is a roll to hit, at a threshold of 5.  For each threshold success the character gains 1 advantage.  Cover does not affect the aim roll, but it can be dodged to reduce its effectiveness.  Weapons can only be aimed once unless they have targeting aids that allow for multiple turns of aiming.  Some weapons also have aids that reduce the threshold for aiming. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit the Deck&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an interrupt, once a turn a character can Hit the Deck, gaining an +5 to AC against ranged combat attacks for the remainder of the current combat turn.  This can be done in conjunction with a dodge and/or can be used to move into full cover.  Hitting the Deck does not take an action, but costs a character all their advantage.  As with a dodge, Heroes can declare this action after their opponent has rolled to hit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammunition Exploits===&lt;br /&gt;
Expending ammunition is one of the main methods for firearms users to conduct special moves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A character with can spend one ammunition to fire two shots in rapid succession.  Calculation against AC for the first shot is done normally, while the second is calculated on a Limited Threshold of 5 + Weapon Recoil (x1).  Evasive actions can still cause the second shot to miss, even if they cannot avoid the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A burst is a special kind of double tap only available to automatic weapons.  The character can expend multiple points of ammunition, to increase the Limited Threshold by 1 per ammunition expended, potentially scoring three or more hits in a single attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rapid Fire spends ammunition for a +2 Edge bonus which is added to the hit roll.  Fully automatic weapons can spend multiple points of ammunition in this manner up to their rate or until they run out, but they only gain +1 Edge per advantage spent.  This can be combined with other maneuvers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sustained Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sustained fire is conducted to hit all targets in a designated area, and can only be conducted with fully automatic weapons, or through the coordination of multiple shooters.  For two points of ammunition a fully automatic weapon can put sustained fire over one 5m area for the rest of the round.  A roll to hit can be made against all targets moving through that area, subtracting the weapons recoil from the hit roll.  Multiple points of ammunition can be spent to expend this target area, but it must be contiguous and cannot exceed 20m long.  Larger automatic weapons can affect larger areas.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Advantage Special Maneuvers===&lt;br /&gt;
2 Advantage – &#039;&#039;&#039;Kill Shot&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After rolling to hit but before rolling damage, a character can choose to spend 2 or more advantage to increase the damage dealt.  An additional 1d6 damage is added for every 4 damage dice, so a weapon with 1-4 damage die would add 1d6, while one with 5-8 would add 2d6, and so on.  The special maneuver can be activated multiple times on the same damage roll.  Note that these additional damage dice are only added once.  Additional shots, such as those gained from double tap or burst, will not benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2 Advantage - &#039;&#039;&#039;Called Shot&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After rolling to hit but before rolling for hit location and attacker can spend Advantage to make a called shot.  Doing this allows them to spend 2 Advantage to add a +1 to the hit location roll.  This special maneuever can be activated multiple times, and affects all shots made with that attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
10 Advantage - &#039;&#039;&#039;Kill Zone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When making a Sustained Fire attack the character can expend 10 advantage and all remaining ammunition to strike an area encompassing the theoretical maximum targetable area of their weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ascension_Isle:_Legacy&amp;diff=66875</id>
		<title>Ascension Isle: Legacy</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ascension_Isle:_Legacy&amp;diff=66875"/>
		<updated>2019-03-03T05:14:57Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Channel moved to #AscensionIsle.&amp;lt;br&amp;gt;&lt;br /&gt;
Kobold Space Program total success - &#039;&#039;Ad Astra!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ascension Isle: Legacy continues!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-IX&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Correctional Zone.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a character based RPG set in the fantasy world of Arth, as part of the modern Ascension Isle setting.  This is a modified version of the AI world discussed for the proposed Nation Game, and differs in a several key ways.  The most important is that in this world magical development fed technological development and vice versa, leading to a world with technology that in many ways exceeds our own - as well as being a world with magical creatures, non-human races, and supernatural powers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The old kingdoms of the demigod Chosen who have ruled the world for centuries are collapsing, and the Characters are caught in these times of revolution.  Can they build a new order, or will they just burn the old to ashes?&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
[[AI:L Background]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Armoury]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Spellbook]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AI:L Character Creation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Skill List]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Quirk List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AI:L Combat]] (updated with range combat rules, 2019/03/02)&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Social Conflict]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Spinoffs - Kobold Space Program]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Rules Testing]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Chrysanth, Candidate for Zadkiel]] - Shrike&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jonas Flavius]] - Lokar&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gregorio Arhyna]] - Ent&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aranitha Fury Morrigan]] - FBH&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alice Samelrand]] - Silence&amp;lt;br&amp;gt;&lt;br /&gt;
[[LoranClementine]] - Andronicus &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eugenie Letizia Kerdaniel]] - G &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Campaign Themes==&lt;br /&gt;
&lt;br /&gt;
(GM) Event: The Liberation of Eleutheria&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Strongly Support&lt;br /&gt;
::Aran: Support - &amp;quot;A knight should save the weak.&amp;quot; &lt;br /&gt;
::Chrysanth: No Opinion&lt;br /&gt;
::Alice: Strongly Support&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: Strongly Support&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: &amp;quot;From &#039;&#039;what&#039;&#039;?&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
(Lokar) Organization: Restore the Republic&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Strongly Support - &amp;quot;I wish to restore the Republic, one more committed to the ideals of equality.&amp;quot;&lt;br /&gt;
::Aran: Support - &amp;quot;Let the humans have their glory.&amp;quot; &lt;br /&gt;
::Chrysanth: Support - &amp;quot;The Republic is part of Zadkiel&#039;s legacy - but the lesser part.&amp;quot;&lt;br /&gt;
::Alice: Strongly Support - &amp;quot;Whatever Jonas wants - the crown of the Consul if he wills it.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: Support - &amp;quot;They&#039;ll probably let me do my thing, right?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Neutral. &amp;quot;Restore the Republic of Zadkiel not the republic of the mob or the red brigades.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
(FBH) Person: Lord General Marianne Saint Just&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Strongly Oppose - &amp;quot;The Elf has first claim, but if Aran doesn&#039;t kill her, then I will see the Lord General tried and executed for her crimes.&amp;quot;&lt;br /&gt;
::Aran: Strongly Oppose - &amp;quot;I will hold her in my arms as the life spills out of her, and she will know that all her works are ruin at my hands, and pray to her liar god in vain.&amp;quot; &lt;br /&gt;
::Chrysanth: No Opinion&lt;br /&gt;
::Alice: Oppose - &amp;quot;Just another body to pave the Cordinal&#039;s path.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: Strongly Oppose - &amp;quot;Flunky from a bygone era.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Oppose. &amp;quot;The Lord-General is issuing illegal orders and acting in a way that betrays her office.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
(Shrike) Person: Assume Zadkiel&#039;s Legacy&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: No Opinion - &amp;quot;I will not hinder Chrysanth but if she intends to reimpose the old order I will stop her.&amp;quot;&lt;br /&gt;
::Aran: Oppose - &amp;quot;I kill Chosen. I&#039;m not going to restore them.&amp;quot; &lt;br /&gt;
::Chrysanth: Strongly Support - &amp;quot;I will immanentize my eschaton.&amp;quot;&lt;br /&gt;
::Alice: No Opinion - &amp;quot;Not a waifu option for Jonas so don&#039;t care.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: Oppose - &amp;quot;I&#039;d rather not have the Chosen come back.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Support. The return of the Lord of Mercy can only be a boon to mankind!&amp;lt;br&amp;gt;&lt;br /&gt;
(Silence) Ideal: The Legend of Cordinal Jonas Flavius&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Oppose - &amp;quot;I am just a man fighting for what is right and a better future.&amp;quot;&lt;br /&gt;
::Aran: Support - &amp;quot;He gives a good speech and he&#039;s pretty handsome, but overall I prefer the crazy one.&amp;quot; &lt;br /&gt;
::Chrysanth: No Opinion&lt;br /&gt;
::Alice: Strongly Support - &amp;quot;I am the ideal waifu for the ideal Cordinal and he will realize that eventually even if I have to. . . remove. . . any competitors.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: No Opinion&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Jonas-sempei is a hero! &amp;lt;br&amp;gt;&lt;br /&gt;
(Ent) Event: Free Thaumatechnology from the shackles of the Church.&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Support - It is through the Church&#039;s control of technology that they shackle the people. The free flow of technology allows for a free people.&lt;br /&gt;
::Aran: Supports - Let the Chosen&#039;s Works be known to all, and lose any power they might have had in the doing of it &amp;lt;br&amp;gt; &lt;br /&gt;
::Chrysanth: &lt;br /&gt;
::Alice: No Opinion - &amp;quot;Whatever the Cordinal wants&amp;quot;&lt;br /&gt;
::Greg: Strongly Support&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Oppose. Radical measures produces nothing but misery. &amp;lt;br&amp;gt;&lt;br /&gt;
(Loran) Event: Pick up chicks, drive a giant robot! &amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: &lt;br /&gt;
::Aran: &lt;br /&gt;
::Chrysanth: &lt;br /&gt;
::Alice: &lt;br /&gt;
::Greg: &lt;br /&gt;
::Loran: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Objectives: Team Republic]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Objectives: Team Chosen]]&lt;br /&gt;
&lt;br /&gt;
==The Chosen==&lt;br /&gt;
&lt;br /&gt;
Zadkiel: Chosen of Cydonia, Chosen of Mercy, who created the Eluetherian Republic from his old Cydonian Protectorate.  Zadkiel vanished before the Republic&#039;s destruction, and it is suspected he may have met his end at the hands of one or all of the &amp;quot;Correcting&amp;quot; Chosen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Liah: Chosen of Coreven, Chosen of the Crusade, and one of the Chosen who invaded the Republic with her Crusade armies.  Beleived by many to be the ring-leader of the Correction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Leliel: Chosen of Enduscare, Chosen of Night, and one of the Chosen who invaded the Republic with her Crusade armies.  Known to have a particular hatred of the &amp;quot;lesser races.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Auriel: Chosen of Telloren, Chosen of Light, and one of the Chosen who invaded the Republic with his Crusade armies.  A reclusive Chosen, but who runs a stern domain, and is known to be a longtime ally of Liah.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CZ Central Political Scene==&lt;br /&gt;
&lt;br /&gt;
===The Noble Houses===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Archangeli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Archangeli was re-admitted into the ranks of the Heirophant Houses of Arth following its surrender at the end of the Araden Interdivinum.  It &amp;quot;rules&amp;quot; over the Unity District at the center of CZ Central, however it is common knowledge among the people of the city that Governor Armiger Archangeli, once the Praetor and greatest hero of the Republic, is now nothing more than a mind controlled Chosen puppet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Aikenrand&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Aikenrand is one of the old Araden noble houses that refused to swear loyalty to the Republic.  With the return of the Chosen they were rewarded for this loyalty and granted title over Alpha Ward, in the Coreve Occupation District.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Lyris&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Lyris swore loyalty to the Republic, and was one of its leading Patrician families.  The family&#039;s noble line suffered heavily during the War, and survives only due to its close relationship with its surviving cadet branch, Lyrey-Makkali.  It has title over Beta Ward in the Tellen Occupation District&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Arhyna&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Arhyna swore loyalty to the Republic, but was narrowly rejected from entry into the Patrician families by a close vote of the Senate.  The House has a scandal plagued history, and it is rumoured that fey blood may even run through the veins of some of its scions.  The House survived the war largely intact, and was too powerful for the Chosen to easily disenfranchise, despite its reputation, and the feirce resistance many of its members put up during the War.  It has title over Gamma Ward, in the Tellaren Occupation District.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Megus&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Megus is known for the potency of its blood, and has birthed some of the most notable Thaumaturges in the history of the Zones.  It is rumoured this opportunistic noble house only supported the Republic so as to gain access to its wondrous electronic &amp;quot;ZENTek.&amp;quot;  House Megus is allied to the cadet branches of Taiani, Malkaritus, and Maikom, and has title over Delta Ward in the Tellaren Occupation District.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Sentonius&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Sentonius survived the war, but was nearly annihilated in the aftermath for the humiliations it inflicted upon the armies of the Chosen Leliel.  The other two Chosen, Liah and Auriel ultimately talked down their fellow, and in her mercy (or the other Chosen&#039;s warped senses of humour) Leliel allowed Sentonius to survive in her service.  To the bemusement of many, although not formally bound in marriage, House Sentonius maintains close relations with House Arhyna, and the two fought side by side in the War.  House Sentonius is known for being given all the most humiliating tasks within the Enduscare Occupation Zone, and along with its surviving cadet family of Var-Vistus, has title over Epsilon Ward in the Endare Occupation District.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Samelrand&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Samelrand was one of Patrician families of the Republic, but has fallen far since then.  Most of its leadership was killed in the War, and its young Matriarch, Ingria Samelrand, is known to be insane.  Samelrand now performs some of the most heinous acts in the Correctional Zone, and its jumped up client family, Venamus, operates Enlightenment Camps of Zeta Ward in the Endare Occupation District, where hundreds of thousands have since met their end.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Lentithe&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
House Lentithe was a minor house of suspect loyalty that was never admitted into the ranks of the Patricians.  Following the War it was restored by the Chosen Leliel and given title over Eta Ward in Enduscare&#039;s Occupation District.  Paradoxically, House Lentithe is now one of the most ardent, if secret, supporters of a republican revival, a sentiment likely driven by its utter loathing for House Samelrand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Clementine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Clementine remained true to the Chosen Zadkiel, and was one of the initial Patrician families, but voluntarily rescinded its title following independence.  It is one of the most respected Noble Houses in the Correctional Zone, and its members are known for their moral &amp;quot;uprightness,&amp;quot; giving its words weight far beyond the house&#039;s modest wealth and power.  Clementine holds title over Theta Ward in the Coreve Occupation District, which is a hotbed of rebellion due to the house&#039;s perhaps ill-advised soft touch.  The spirited Clementine cadet house Emeraldine is tied by marriage to House Archangeli, and the fate of the Lady Aster Emerald-Archangeli has driven a wedge between the house and the Chosen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Empyrean Church===&lt;br /&gt;
&lt;br /&gt;
Church of Liah&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Church of Leliel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Church of Auriel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Church of Zadkiel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heretics and Infidels===&lt;br /&gt;
&lt;br /&gt;
Memnites&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Astrana&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Entelism&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Perithelians&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Pleb Street===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25th Libra&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
25th Libra is a fast growing global revolutionary movement.  It traces its genesis back three hundred years, to a series of books by Mikaelan Librarian Lara Sullivan called &amp;quot;The Bridge of Time.&amp;quot;  The books presented an alternate past, present and future for Arth, each without the Chosen, and indirectly showed their malignant influence through the comparison, although the Chosen are never mentioned directly in the novels.  The books were immediately suppressed, but gave rise to a number of underground movements which stubbornly resisted the efforts of the Chosen to completely stamp them out.  Finally, with the Silent War and the fall of the Chosen the various movements have started to coalesce under the banner of the &amp;quot;25th Libra movement&amp;quot; - the day the Ascended Isles Fell.  25th Libra calls for the people of the world to throw off the shackles of the Chosen and unite to build a better future.  In CZ Central, 25th Libra generally preaches peaceful change, and the creation of a new, stronger and fairer Republic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Red Brigades&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Named after the Red Hand, a violent pleb movement which murdered several Nobles in the Cydonian Protectorate Zone two hundreds years ago, the Red Brigades demand violent revolution.  From a platform of equality, they preach that the plebs will only be free when all those with unequal advantages - the Nobles and the Constructed Races among them - are overthrown.  Many low ranking citizens and pleb soldiers from the days of the Republic, believing themselves betrayed by the nobility, have joined the ranks of the Brigades, making them a formidable military force.&lt;br /&gt;
::&#039;&#039;&#039;The Drummers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::The Drummers are the radical arm of the Red Brigades, responsible for various acts of terrorism across CZ Central, and the Correctional Zone at large.  They preach a particularly apocalyptic version of the Red Brigades&#039; ideology of violent change, including not just the overthrow but the complete extermination of all those of Noble blood.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Street Gangs===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The West Side Monsters&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The West Side Monsters mainly operate in the Tellen Occupation District on the east side of CZ Central.  Their name comes from CZ Central&#039;s location at the west end of the Tellen Occupation Zone, and the gang has a presence throughout several of its cities.  In CZ Central it numbers about 1,500 members.  It is run by Artemis Hougan, a massive man half muscle and half machine.  Hougan is supposedly a veteran first of the War, and then of Megus experiments to help him recover from his wounds.  The Monsters are known to be an egalitarian lot, and include elves, goblins and ogres as well as Rafaelans, Mikaelans, and even Jibrilites in their numbers.  They also perform extreme body modifications, starting with tattoos and going up from there.The sign of the Monsters is three sylized claws, and their gang sign is two crooked fingers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Monsters dabble in all forms of criminality, but most of their income comes from illicit drugs, which they smuggle into the city from several grow ops in the Tellen Zone countryside.  Aside from that, they are known to be particularly violent, and are not above hiring out as muscle for a little cash on the side.  They are rumoured to have an arrangement with House Megus, where Megus gets to test some of its more esoteric technologies on their members, and those members who survive the process get to keep the tech.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunar Crew&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Lunar Crew are an elven gang based in the ring wall slums of the Coreven Occupation District, particularly West Park and Firion Park, and with a presence througout the Endus Occupation District.  The gang numbers 3,000 - all elves - and is run by an inner circle called the Winter Council.  Although Artemis Crimsene has been publicly associated with Crew, the Council denies any involvement with that stylish masked outlaw.  The Lunar Crew&#039;s sign is Luna&#039;s Eye - four lens shapes interlinked in a cross pattern.  It is common for the gang to enchant these signs with various spell effects, often to warn them of trespassers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of the Lunar Crew is the preservation of elven lives and culture.  The gang smuggles elven refugees in from the other district, and then out to the northern Coreven Zone.  It has several arrangements with northern landowners to provide cheap labourers, and also receives remittances from those it has saved.  It supplements this income with theft and burglary, gaining for itself a deserved reputation as a pack of thieves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recently the Lunar Crew has entered into an arms length, informal arrangement with House Lentithe.  The two previously had an &amp;quot;understanding&amp;quot; where Lentithe would look the other way as the Crew smuggled refugees through its Ward.  Lenthithe has expanded this arrangement, and is paying the Crew to report on events within Ward 6.  This corresponds to a falling out between Lunar Crew and Nexlexis.  The two gangs were allies in the past, but are becoming increasingly hostile to each other.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legio XIII&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The 13th Legion professes to be the remnants of the Republican Legion of the same name.  It&#039;s leader styles himself &amp;quot;Legate Cordinal Catarian&amp;quot;, and operates out of the Scarlet Street area of Ward 5.  The Legion is the smallest of the major gangs in the city, with only 500 core members (although it claims its strength is 6,000), however it is known to possess some quantities of old Republic ZEN-Tek, making it a force to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Legion sustains itself mainly through &amp;quot;taxation&amp;quot; or wide ranging protection and shakedown rackets.  It is mostly ignored by the Constabulary who do not have enough firepower to willingly enter a fight with the group.  Whether the 13th Legion is actually heir to the Rebublican brigade of the same name is an open question, however the group does not profess loyalty to the General Staff, and appears to have long forgotten any ideals it once defended.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burnt Cannibals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Burnt Cannibals are the bogey men that mothers in CZ Central use to terrify their children with if they don&#039;t go to bed at the Codex approved time.  The exact size of the group is unknown, but they are suspected to number at least 1,000 members throughout the city.  Their leader is Artemis Blaize, who is rumoured to be either an immortal Rafealan Witch, an Imperial Zenith Sorceress, or maybe a dragon, who settled in Prion city prior to the Correction, and awakened and angered by its destruction.  Members of the Cannibals wear little if any clothing, have smouldering skin and eyes like burning coals, and have Aether auras like infernos that seethe with power and rage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cannibals do exactly as their name suggests, prowling the streets of the slums and the undercity after dark, and dragging off the unwary to be devoured.  The members of the gang have sworn themselves to Blaize for some hellish pact of power that only the insane or desperate would consider.  Although Artemis Blaize can be negotiated and bargained with she is untrustworthy, and the authorities long since gave up trying. Instead they bent their efforts to wiping her and her twisted cult out.  Prior to the Silent War they had mostly succeeded, although Blaize herself remained at large.  In the past six months though, the gang has seen a resurgence, and once more Blaize&#039;s Cannibal acolytes stalk CZ Central.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nexlexis&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nexlexis is the largest street gang in CZ Central.  It is run by Artemis Frost, who claims to be a bastard daughter of House Arhyna, and has gathered a coterie of bastards and exiles around her, as well as an army of plebs. All told Nexlexis numbers around 5,000 core members spread mostly throughout the Endus District.  Frost runs the gang with a mixture of charm and violence - she and many of her lieutenants are skilled Magi, using a mix of Jibrilite and Rafaelan arts.  Their gang sign is crossed index fingers, and their symbol is a stylized X.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nexlexis runs entertainment houses in every Ward of the city, at which gambling, prostitution, and banned entertainments are conducted.  It also runs protection rackets and slum tenements in the areas it controls, and traffics in illegal drugs and restricted goods.  Nexlexis also dabbles in kidnapping and human smuggling on the side.  Nexlexis does most of its public activities under the auspices of Nexen Corp (logo: neXen), a supposedly above board service provider, headquartered in Ward 6&#039;s inner ring &amp;quot;Red Light&amp;quot; district.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nexlexis is known to have contacts with several Noble families, including Samelrand, Arhyna, and Megus.  It also has numerous individual nobles who it has made contact with through its entertainment houses, and many that it can call on for favours, or just blackmail.  Due to its penetration of the Constabulary, Nexlexis is all but immune from conventional prosecution, and it takes pains to remain useful to the various Crusader factions.  It has recently received an influx of funds from an unknown source, and is expanding its efforts into construction and infrastructure, often using cheap labour borrowed or redirected from the Enlightenment Camps in Ward 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
&lt;br /&gt;
Anthem of the Republic - [https://www.youtube.com/watch?v=Rss-xVvOBwo &amp;quot;The Call of Elysium&amp;quot;]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion in Exile - The General Staff&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The General Staff are the military leadership of the republic who never surrendered.  The Chief of Staff is Marshal Akalis (a &#039;&#039;nom de guerre&#039;&#039; to protect his identity), and until recently they were located deep within the Mikaelan interior, sheltered by the Library to evade Chosen hunters.  Rumour is that since the Fall, the General Staff has sent senior representatives back to Eleutheria, with Captain General Medira rumoured to have been sent to Prion City itself.  Contacting the General Staff is difficult, but they are always looking to regather the forces of the Republic, and will offer aid to those who swear themselves to its cause - that of a restored Republic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrician House Castellum&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Castellum is one of three surviving Patrician families that refused to swear loyalty to the Chosen following the Correction.  The house mainly operates in the Telloren Occupational Zone, and supposedly has several hidden caches of ZEN-Tek weaponry scattered on various islands throughout Deception Strait.  It funds the remnants of three Republic Legions, VI, IX, and XXV&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrician House Elysenium&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Elysenium no longer exists as it did in the days of the Republic.  The house was effectively exterminated in a final suicidal attack on the Chosen Leliel.  It&#039;s banner has been taken up by several plebes who claim to be illegitimate bastards of its rather prolific First Prince, the legendary Ryzard Arhyn-Elysenium, the Lion of Acheron.  Under this banner the polyglot Legio XXI continues to fight on in the countryside of the Enduscare Occupation Zone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrician House Luciani&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Luciani is not technically a Patrician house, being formed of exiled remnants of House Archangeli.  It is sometimes referred to as fallen-Archangeli.  Although the smallest by far of the three surviving Patrician Houses.  Rumour says it maintains the elite Legio I &amp;quot;Invictus&amp;quot; hidden somewhere in the north of the country.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Library&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Library, or the Great Library, is one of the oldest institutions on Arth, despite the Chosen&#039;s attempts to destroy it.  The Library maintains the history of Arth, as it was before the Chosen sought to rewrite it.  The library also records events as they happen and adds them to its volumes, all of which are banned by the Chosen, and anyone caught reading them can potentially face severe penalties.  The Library has no one central location, operating instead out of many distributed locations that continually reprint and republish its old works.  Most of the Library&#039;s work is concentrated on the continent of Mikaela, although it does maintain a large repository in the Zenith Empire, which serves as insurance the total destruction of its works.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZEN-Tek LLC&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
ZEN-Tek is a shadowy and mysterious company that is best known for its extremely advanced &amp;quot;electrotech&amp;quot; weapons.  ZEN-Tek came to prominance in the early years of the Eluetherian Republic, when its weapons flooded the Republic&#039;s Army.  The exact source of these weapons remains a mystery, even after the War and subsequent Occupation.  Some have theorized that the Chosen Zadkiel developed them so as to give his people a means of defense independent from the Chosen-controlled Thaumatech.  Despite the ruthless lethality of their armaments, anyone reading the pictographic ZEN-Tek operating manuals is left with the distinct impression that, whoever they are, ZEN-Tek isn&#039;t taking this all completely seriously.  The booklets feature the exploits of exaggerated cartoon characters, like the overeager Lt Grass and the portly Sgt Fingus, and contain more puns than a stage full of goblin comedians.  Regardless, ZEN-Tek remains fully committed to the Republic and the only a handful of captured weapons have seen service in the hands of Crusaders.  After several high profile cases of sabotage, leading to the deaths of senior Crusade officers who took ZEN-Tech weapons as trophies, the Chosen issued a general edict against the practice, and now all captured weapons are turned over to the Church for destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The City of CZ Central==&lt;br /&gt;
[[File:Midgar.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 2&#039;&#039;&#039; is home to the House Lyris, which is basically just a puppet for the Tellen Crusade, being gutted of power &lt;br /&gt;
:&#039;&#039;&#039;Knight&#039;s Bastion&#039;&#039;&#039; is the site of the temple to Auriel&lt;br /&gt;
:&#039;&#039;&#039;Squall Rise&#039;&#039;&#039; has a most excellent restaurant with fabulous lemon crepes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 3&#039;&#039;&#039; (Gamma Ward) is the sector of House Arhyna.&lt;br /&gt;
:&#039;&#039;&#039;Touph Street&#039;&#039;&#039; is outer slums and red light districts, including the extremely popular (among young female nobles) nightclub &#039;&#039;Meat Market&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;Balamb Gardens&#039;&#039;&#039; is the grounds for House Arhyna&#039;s sprawling mansion complex.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 4&#039;&#039;&#039; is the sector of House Megus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 6&#039;&#039;&#039; is host to the concentration camps and has mostly been bulldozed flat.&lt;br /&gt;
:&#039;&#039;&#039;Samelrand Spire&#039;&#039;&#039; is accessible by the Cross-City Link Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 7&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;Yojimbo Avenue&#039;&#039;&#039; is where Jonas has his secret base inside a warehouse&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 8&#039;&#039;&#039; is the sector of House Clementine, and their cadet house, House Emeraldine.&lt;br /&gt;
:&#039;&#039;&#039;Emerald Road&#039;&#039;&#039; is the grounds for Emeraldine&#039;s mansion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North of the City&#039;&#039;&#039; is Mirune Bay, currently unpleasantly icy.&lt;br /&gt;
:&#039;&#039;&#039;Greg&#039;s crashed stratodyne&#039;&#039;&#039; is partially buried in the mud bordering the bay and is reachable by a dirt path or boat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Republican Districts&#039;&#039;&#039; in the time of the former Republic the Wards were know as districts and had names...&lt;br /&gt;
:Ward 0 was known as the Capitoline District&lt;br /&gt;
:Ward 1 was known as the Pincian District&lt;br /&gt;
:Ward 2 was known as the Vatican District&lt;br /&gt;
:Ward 3 was known as the Aventine District&lt;br /&gt;
:Ward 4 was known as the Caelian District&lt;br /&gt;
:Ward 5 was known as the Viminal District&lt;br /&gt;
:Ward 6 was known as the Esquiline District&lt;br /&gt;
:Ward 7 was known as the Quirinal District&lt;br /&gt;
:Ward 8 was known as the Palatine District&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lord General&#039;s Staff&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Lord General Marianne Saint-Just]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Captain Caspar Saint-Just]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[CZ Chief Thaumatech Giannina &amp;quot;Nina&amp;quot; Megus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cardinal of Liah, High Priestess Joanna Alisandre]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CZ Central Authorities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peace Marshal Spartus Venamus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Chief Inspector Renton Scarbrough]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Street&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Artemis Crimsene]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Artemis Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legate Cordinal Catarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Chey Hexum]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Solomon Dior]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Philo Marks]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malarkey]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Niskeneskie]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Delray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malaika, Fate&#039;s Hand]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Red Brigades&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ion Valdemar]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Cards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Captain Jericho Lander]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Radachel Kezmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Artemis Blaize]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Clementine and Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Cordelia Clementine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Moira Clementine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loran Clementine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hazel Emeraldine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lily Emeraldine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aster Emererald-Archangeli]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tellen District Nobles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lieutenant General Roald Janvier]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wren Arhyna]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gideon Taiani]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bishop of Auriel - Priestess Ailena Tiadalos ]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endus District Nobles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lord General Chesne Du-Blessed]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ingria Samelrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Axelle Venamus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aeternia Lentithe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cordinal of the Cross Maiden DuThaire]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cordinal Kiera Dellarme, an auburn haired woman who would be stunningly beautiful if not for the livid half-healed laser scar marring the left side of her jaw.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also Knight Marshal Hellicia Lusaine, a very pale woman with ruby red lips and a halo of red hair wearing the short elbow length crimson half cape of the custos knights.  The Endus temple troops.  She&#039;d be in command of the local garrison&lt;br /&gt;
&lt;br /&gt;
The corpse pale Axelle Venamus, the only representative of the local house cadet forces here.  Lady Venamus has a mass of green hair floating about her like she&#039;s underwater and a cold artificial beauty that can only come from mimesis praxi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Mooks and Characters&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Constabular Gendarme]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Constabular Officer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Constabular Inspector]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Constabular Sheriff]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Crusade Armsman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crusade Officer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crusade Cleric]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gigganger Cogmek]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Legionary Veteran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legionary Recruit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Military Forces in CZ Central==&lt;br /&gt;
&lt;br /&gt;
CZ Central is a large city of nearly 10 million people (although half the population it contained as Prion City) split into four occupation districts.  One district for each of the occupying Chosen Dominions, and then a central Unity District.  The City has many armed military forces, including the three Dominion Crusade armies, the city Constabulary, Noble House Cadet Guards, as well as various gangs, and the resistance forces.  The resistance forces themselves are scattered between local forces, revolutionary movements, and the Army of the Republic, which are the remnant forces of the Republican Legions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Crusaders&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Crusaders are not a unified force, with divisions apparent and growing between the forces in the three Occupation Districts.  There are reports of clashes between the various Dominion forces out in the Zones as they scuffle over increasingly limited resources, although open fighting has not (yet) broken out in CZ Central itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A full strength foot brigade is 5,000 soldiers with 250 Autoclaires.  A full strength wing brigade is 3,000 soldiers with 100 Autoclaires and 250 Arthrodynes.  Numbers given below are for establishment but most formations will be below these numbers due to attrition and detachments.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;The Coreve Crusade&#039;&#039;&#039; 13,000 soldiers, in two foot brigades (117th &amp;quot;Inexorable&amp;quot;, 192nd &amp;quot;Delight of Liah&amp;quot;), and one wing brigade (915th &amp;quot;Day of Truth - The Lord General&#039;s Own&amp;quot;)&lt;br /&gt;
:::Based at Highwind (117th), Western Heights(192nd), and the Aerostat Port (915th)&lt;br /&gt;
:::Another 5 foot brigades and 2 wing brigades deployed in the northern Zone&lt;br /&gt;
Coreve equipment is dominated by large rounded plates and smooth, sleek edges.  It tends to be simpler and more functional in appearance than that of most other Jibrilite dominions, but with extremely large and prominently displayed weapon mounts.  Coreve colors are blue and gold on white or silver.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;The Tellen Crusade&#039;&#039;&#039; 8,000 soldiers, in one foot brigade (332nd &amp;quot;Rebuke in Anger&amp;quot;) and one wing brigade (1055th &amp;quot;Terrible Swift Sword&amp;quot;)&lt;br /&gt;
:::Based at Hartilly Hill (332nd) and Knight&#039;s Bastion (1055th)&lt;br /&gt;
:::Another 4 foot brigades deployed in the eastern Zone&lt;br /&gt;
Tellen equipment is baroque and highly stylized, with semi-archaic looking designs sporting an excess of filigree and statuary.  It is generally considered to be the &amp;quot;classic&amp;quot; appearance for Jibrilite equipment.  It tends to be larger than similar equipment from other Jibrilite dominions.  Tellen colors are gold, yellow and white.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;The Endus Crusade&#039;&#039;&#039; 20,000 soldiers, in four foot brigades ([[522nd &amp;quot;Leliel Ascends&amp;quot;]], 510th &amp;quot;Deliverance,&amp;quot; 601st &amp;quot;Smite All Falsehood&amp;quot;, 677th &amp;quot;As is Just&amp;quot;)&lt;br /&gt;
:::Based at Adaman Lookout (522nd), Gau Rise (601st) and Zeta Camp (510th, 677th)&lt;br /&gt;
:::Another 4 foot brigades and 2 wing brigades in the western zone - word is that in early Aries the 557th was badly mauled in a fight with unknown invaders out west by Tremscare Point&lt;br /&gt;
Endus equipment is sharp and pointed, having many flat planes brought together at angles.  In some cases it can be difficult to see the true shape of the equipment and looking at it too long can strain the eye.  Endus colors are black with orange highlights, often with motes of light like stars floating within.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Constabulary&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Crusaders mainly operate from large fortified camps.  The Constabulary keep day to day order on the streets.  About 2/3rds of them are from the Jibril Dominions, the other 1/3rd are local recruits.  There are about 70,000 Constables spread over the 8 wards and the Unity District.  The Constabulary maintain checkpoints, investigate crimes, and keep order.  They will only deploy in large numbers for incidences of social unrest, with most of these riot forces coming from the Unity District.  These days they will more commonly deploy large stego lizard cavalry rather than Autoclaires and Arthrodynes due to supply shortages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Unity District - 18,000&lt;br /&gt;
::Ward 1 - 6,000&lt;br /&gt;
::Ward 2 - 5,000&lt;br /&gt;
::Ward 3 - 7,000&lt;br /&gt;
::Ward 4 - 6,000&lt;br /&gt;
::Ward 5 - 4,000&lt;br /&gt;
::Ward 6 - 15,000&lt;br /&gt;
::Ward 7 - 3,000&lt;br /&gt;
::Ward 8 - 6,000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Cadet Guards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Traditionally Noble Houses of Jibril maintain small &amp;quot;cadet&amp;quot; forces to see to their own security and train the next generation of noble officers.  These forces tend to be small but of high quality and heavy on Thaumatech and Clerical support.  Carefully and suspiciously reconstructed after the War, most of the Cadet Guards of CZ Central fall far below the Jibrilite ideal, as far as quality is concerned.&lt;br /&gt;
&lt;br /&gt;
Although peace still prevails between the Crusade forces, open fighting has broken out between the Guards of houses Samelrand and Lentithe on several occasions, with additional proxy conflicts between the street gangs Nexlexi and Lunar Crew likely working in contract for the two houses.  Several members of House Sentonius have also been murdered by Samelrand, and House Arhyna is also under investigation by the Constabulary for a series of raids into CZ Central against armament storehouses of House Archangeli.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::House Archangeli - 500 elite guards, superbly equipped and trained, essentially all transplanted Coreven cadets from Coreve houses Ingram, Saint-Anzeray, and de Chalice.&lt;br /&gt;
::House Aikenrand - 200 elite guards.&lt;br /&gt;
::House Lyris - 200 militia, poorly trained but with a great deal of heart.&lt;br /&gt;
::House Arhyna - 100 guards (declared), rumoured to have many more, suspected to be funneling soldiers to the resistance.&lt;br /&gt;
::House Megus - 100 elite sguards, heavy on the Thaumatech&lt;br /&gt;
::House Sentonius - 200 civic militia, unarmed and used for shit duties.  Literally.&lt;br /&gt;
::House Samelrand- 5,000 guards, equivalent to a poorly equipped foot brigade, justified for work in the camps&lt;br /&gt;
::House Lentithe - 2,000 militia - declared - rumoured to be much larger due to conflict with Samelrand&lt;br /&gt;
::House Clementine - 100 elite guards, well equipped with Auroclaires&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Resistance Forces&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Legio X &amp;quot;Sum Umbra,&amp;quot; The Ghosts - 100 elite scouts, 900 militia cadre, the remnants of the Republic Army&#039;s 10th Legion, which, along with most of the army, never actually surrendered.  Nevertheless, very little remains of the original 6,000 men of the Legion.  The Ghosts have enough old republic weapons to arm 100 men, but little ammunition or replaceable power cells for them.  They also have an additional 900 cadre militia recruited since the end of the war, and armed with stolen Crusader weapons.  The core of the Ghosts all hardened veterans of the Long War, and are man for man a match for any force in the city, save perhaps the Archangeli House Guards and Alpha Company of the Lord General&#039;s Own.  Nevertheless, they will need additional men and supplies if they intend to have a larger impact on events in CZ Central.&lt;br /&gt;
&lt;br /&gt;
==Chapters==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prologue&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prologue I]]: &amp;quot;A bold young man, and a worthy enemy.&amp;quot; (Shrike, Lokar)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prologue II]]: &amp;quot;A good ship late of a bad cause.&amp;quot; (FBH, Ent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chapter 1 - The Last Dance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session I]]: &amp;quot;A glittering battlefield.&amp;quot; (Shrike, Lokar, Ent, Silence)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session II]]: &amp;quot;Truth disguised as prophecy.&amp;quot; (FBH, Lokar, Ent, Silence)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session III]] &amp;quot;My distant love, unto death.&amp;quot; (Lokar)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session IV]]: &amp;quot;As tricksome a devil as any.&amp;quot; (Shrike)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chapter 2 - Bloody Hands&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session V]]: &amp;quot;A bloody hand, and I the arm behind it.&amp;quot; (FBH, Silence)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session VI]]: &amp;quot;Useful idiots.&amp;quot; (FBH)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session VII]] &amp;quot;Zadkiel&#039;s Legacy.&amp;quot; (Ent, Shrike)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session VIII]] &amp;quot;Call of the Fox.&amp;quot;(Lokar)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session IX]] &amp;quot;Thy sword unsheathed - The battle of Scarlet Street.&amp;quot; (Lokar, FBH)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session ]] (Silence)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chapter 3 - Spark to Flame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session ]]: (Ent, Shrike)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellanea==&lt;br /&gt;
*Metatron Form:  One-liners and combat banter&lt;br /&gt;
*Liah Form:  Melee skill, emphasis on duels and &#039;honorable&#039; bladecrossing&lt;br /&gt;
*Mariel Form:  Thaumaturgy&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle]]&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ascension_Isle:_Legacy&amp;diff=66874</id>
		<title>Ascension Isle: Legacy</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ascension_Isle:_Legacy&amp;diff=66874"/>
		<updated>2019-03-03T05:11:23Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Channel moved to #AscensionIsle.&amp;lt;br&amp;gt;&lt;br /&gt;
Kobold Space Program total success - &#039;&#039;Ad Astra!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ascension Isle: Legacy continues!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-IX&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Correctional Zone.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a character based RPG set in the fantasy world of Arth, as part of the modern Ascension Isle setting.  This is a modified version of the AI world discussed for the proposed Nation Game, and differs in a several key ways.  The most important is that in this world magical development fed technological development and vice versa, leading to a world with technology that in many ways exceeds our own - as well as being a world with magical creatures, non-human races, and supernatural powers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The old kingdoms of the demigod Chosen who have ruled the world for centuries are collapsing, and the Characters are caught in these times of revolution.  Can they build a new order, or will they just burn the old to ashes?&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
[[AI:L Background]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Armoury]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Spellbook]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AI:L Character Creation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Skill List]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Trait List]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Quirk List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AI:L Combat]] (updated with range combat rules, 2019/03/02&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Social Conflict]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Spinoffs - Kobold Space Program]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AI:L Rules Testing]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Chrysanth, Candidate for Zadkiel]] - Shrike&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jonas Flavius]] - Lokar&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gregorio Arhyna]] - Ent&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aranitha Fury Morrigan]] - FBH&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alice Samelrand]] - Silence&amp;lt;br&amp;gt;&lt;br /&gt;
[[LoranClementine]] - Andronicus &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eugenie Letizia Kerdaniel]] - G &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Campaign Themes==&lt;br /&gt;
&lt;br /&gt;
(GM) Event: The Liberation of Eleutheria&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Strongly Support&lt;br /&gt;
::Aran: Support - &amp;quot;A knight should save the weak.&amp;quot; &lt;br /&gt;
::Chrysanth: No Opinion&lt;br /&gt;
::Alice: Strongly Support&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: Strongly Support&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: &amp;quot;From &#039;&#039;what&#039;&#039;?&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
(Lokar) Organization: Restore the Republic&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Strongly Support - &amp;quot;I wish to restore the Republic, one more committed to the ideals of equality.&amp;quot;&lt;br /&gt;
::Aran: Support - &amp;quot;Let the humans have their glory.&amp;quot; &lt;br /&gt;
::Chrysanth: Support - &amp;quot;The Republic is part of Zadkiel&#039;s legacy - but the lesser part.&amp;quot;&lt;br /&gt;
::Alice: Strongly Support - &amp;quot;Whatever Jonas wants - the crown of the Consul if he wills it.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: Support - &amp;quot;They&#039;ll probably let me do my thing, right?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Neutral. &amp;quot;Restore the Republic of Zadkiel not the republic of the mob or the red brigades.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
(FBH) Person: Lord General Marianne Saint Just&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Strongly Oppose - &amp;quot;The Elf has first claim, but if Aran doesn&#039;t kill her, then I will see the Lord General tried and executed for her crimes.&amp;quot;&lt;br /&gt;
::Aran: Strongly Oppose - &amp;quot;I will hold her in my arms as the life spills out of her, and she will know that all her works are ruin at my hands, and pray to her liar god in vain.&amp;quot; &lt;br /&gt;
::Chrysanth: No Opinion&lt;br /&gt;
::Alice: Oppose - &amp;quot;Just another body to pave the Cordinal&#039;s path.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: Strongly Oppose - &amp;quot;Flunky from a bygone era.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Oppose. &amp;quot;The Lord-General is issuing illegal orders and acting in a way that betrays her office.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
(Shrike) Person: Assume Zadkiel&#039;s Legacy&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: No Opinion - &amp;quot;I will not hinder Chrysanth but if she intends to reimpose the old order I will stop her.&amp;quot;&lt;br /&gt;
::Aran: Oppose - &amp;quot;I kill Chosen. I&#039;m not going to restore them.&amp;quot; &lt;br /&gt;
::Chrysanth: Strongly Support - &amp;quot;I will immanentize my eschaton.&amp;quot;&lt;br /&gt;
::Alice: No Opinion - &amp;quot;Not a waifu option for Jonas so don&#039;t care.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: Oppose - &amp;quot;I&#039;d rather not have the Chosen come back.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Support. The return of the Lord of Mercy can only be a boon to mankind!&amp;lt;br&amp;gt;&lt;br /&gt;
(Silence) Ideal: The Legend of Cordinal Jonas Flavius&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Oppose - &amp;quot;I am just a man fighting for what is right and a better future.&amp;quot;&lt;br /&gt;
::Aran: Support - &amp;quot;He gives a good speech and he&#039;s pretty handsome, but overall I prefer the crazy one.&amp;quot; &lt;br /&gt;
::Chrysanth: No Opinion&lt;br /&gt;
::Alice: Strongly Support - &amp;quot;I am the ideal waifu for the ideal Cordinal and he will realize that eventually even if I have to. . . remove. . . any competitors.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::Greg: No Opinion&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Jonas-sempei is a hero! &amp;lt;br&amp;gt;&lt;br /&gt;
(Ent) Event: Free Thaumatechnology from the shackles of the Church.&amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: Support - It is through the Church&#039;s control of technology that they shackle the people. The free flow of technology allows for a free people.&lt;br /&gt;
::Aran: Supports - Let the Chosen&#039;s Works be known to all, and lose any power they might have had in the doing of it &amp;lt;br&amp;gt; &lt;br /&gt;
::Chrysanth: &lt;br /&gt;
::Alice: No Opinion - &amp;quot;Whatever the Cordinal wants&amp;quot;&lt;br /&gt;
::Greg: Strongly Support&amp;lt;br&amp;gt;&lt;br /&gt;
::Loran: Oppose. Radical measures produces nothing but misery. &amp;lt;br&amp;gt;&lt;br /&gt;
(Loran) Event: Pick up chicks, drive a giant robot! &amp;lt;br&amp;gt;&lt;br /&gt;
::Jonas: &lt;br /&gt;
::Aran: &lt;br /&gt;
::Chrysanth: &lt;br /&gt;
::Alice: &lt;br /&gt;
::Greg: &lt;br /&gt;
::Loran: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Objectives: Team Republic]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Objectives: Team Chosen]]&lt;br /&gt;
&lt;br /&gt;
==The Chosen==&lt;br /&gt;
&lt;br /&gt;
Zadkiel: Chosen of Cydonia, Chosen of Mercy, who created the Eluetherian Republic from his old Cydonian Protectorate.  Zadkiel vanished before the Republic&#039;s destruction, and it is suspected he may have met his end at the hands of one or all of the &amp;quot;Correcting&amp;quot; Chosen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Liah: Chosen of Coreven, Chosen of the Crusade, and one of the Chosen who invaded the Republic with her Crusade armies.  Beleived by many to be the ring-leader of the Correction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Leliel: Chosen of Enduscare, Chosen of Night, and one of the Chosen who invaded the Republic with her Crusade armies.  Known to have a particular hatred of the &amp;quot;lesser races.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Auriel: Chosen of Telloren, Chosen of Light, and one of the Chosen who invaded the Republic with his Crusade armies.  A reclusive Chosen, but who runs a stern domain, and is known to be a longtime ally of Liah.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CZ Central Political Scene==&lt;br /&gt;
&lt;br /&gt;
===The Noble Houses===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Archangeli&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Archangeli was re-admitted into the ranks of the Heirophant Houses of Arth following its surrender at the end of the Araden Interdivinum.  It &amp;quot;rules&amp;quot; over the Unity District at the center of CZ Central, however it is common knowledge among the people of the city that Governor Armiger Archangeli, once the Praetor and greatest hero of the Republic, is now nothing more than a mind controlled Chosen puppet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Aikenrand&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Aikenrand is one of the old Araden noble houses that refused to swear loyalty to the Republic.  With the return of the Chosen they were rewarded for this loyalty and granted title over Alpha Ward, in the Coreve Occupation District.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Lyris&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Lyris swore loyalty to the Republic, and was one of its leading Patrician families.  The family&#039;s noble line suffered heavily during the War, and survives only due to its close relationship with its surviving cadet branch, Lyrey-Makkali.  It has title over Beta Ward in the Tellen Occupation District&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Arhyna&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Arhyna swore loyalty to the Republic, but was narrowly rejected from entry into the Patrician families by a close vote of the Senate.  The House has a scandal plagued history, and it is rumoured that fey blood may even run through the veins of some of its scions.  The House survived the war largely intact, and was too powerful for the Chosen to easily disenfranchise, despite its reputation, and the feirce resistance many of its members put up during the War.  It has title over Gamma Ward, in the Tellaren Occupation District.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Megus&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Megus is known for the potency of its blood, and has birthed some of the most notable Thaumaturges in the history of the Zones.  It is rumoured this opportunistic noble house only supported the Republic so as to gain access to its wondrous electronic &amp;quot;ZENTek.&amp;quot;  House Megus is allied to the cadet branches of Taiani, Malkaritus, and Maikom, and has title over Delta Ward in the Tellaren Occupation District.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Sentonius&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Sentonius survived the war, but was nearly annihilated in the aftermath for the humiliations it inflicted upon the armies of the Chosen Leliel.  The other two Chosen, Liah and Auriel ultimately talked down their fellow, and in her mercy (or the other Chosen&#039;s warped senses of humour) Leliel allowed Sentonius to survive in her service.  To the bemusement of many, although not formally bound in marriage, House Sentonius maintains close relations with House Arhyna, and the two fought side by side in the War.  House Sentonius is known for being given all the most humiliating tasks within the Enduscare Occupation Zone, and along with its surviving cadet family of Var-Vistus, has title over Epsilon Ward in the Endare Occupation District.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Samelrand&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Samelrand was one of Patrician families of the Republic, but has fallen far since then.  Most of its leadership was killed in the War, and its young Matriarch, Ingria Samelrand, is known to be insane.  Samelrand now performs some of the most heinous acts in the Correctional Zone, and its jumped up client family, Venamus, operates Enlightenment Camps of Zeta Ward in the Endare Occupation District, where hundreds of thousands have since met their end.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Lentithe&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
House Lentithe was a minor house of suspect loyalty that was never admitted into the ranks of the Patricians.  Following the War it was restored by the Chosen Leliel and given title over Eta Ward in Enduscare&#039;s Occupation District.  Paradoxically, House Lentithe is now one of the most ardent, if secret, supporters of a republican revival, a sentiment likely driven by its utter loathing for House Samelrand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Clementine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Clementine remained true to the Chosen Zadkiel, and was one of the initial Patrician families, but voluntarily rescinded its title following independence.  It is one of the most respected Noble Houses in the Correctional Zone, and its members are known for their moral &amp;quot;uprightness,&amp;quot; giving its words weight far beyond the house&#039;s modest wealth and power.  Clementine holds title over Theta Ward in the Coreve Occupation District, which is a hotbed of rebellion due to the house&#039;s perhaps ill-advised soft touch.  The spirited Clementine cadet house Emeraldine is tied by marriage to House Archangeli, and the fate of the Lady Aster Emerald-Archangeli has driven a wedge between the house and the Chosen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Empyrean Church===&lt;br /&gt;
&lt;br /&gt;
Church of Liah&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Church of Leliel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Church of Auriel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Church of Zadkiel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heretics and Infidels===&lt;br /&gt;
&lt;br /&gt;
Memnites&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Astrana&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Entelism&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Perithelians&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Pleb Street===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25th Libra&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
25th Libra is a fast growing global revolutionary movement.  It traces its genesis back three hundred years, to a series of books by Mikaelan Librarian Lara Sullivan called &amp;quot;The Bridge of Time.&amp;quot;  The books presented an alternate past, present and future for Arth, each without the Chosen, and indirectly showed their malignant influence through the comparison, although the Chosen are never mentioned directly in the novels.  The books were immediately suppressed, but gave rise to a number of underground movements which stubbornly resisted the efforts of the Chosen to completely stamp them out.  Finally, with the Silent War and the fall of the Chosen the various movements have started to coalesce under the banner of the &amp;quot;25th Libra movement&amp;quot; - the day the Ascended Isles Fell.  25th Libra calls for the people of the world to throw off the shackles of the Chosen and unite to build a better future.  In CZ Central, 25th Libra generally preaches peaceful change, and the creation of a new, stronger and fairer Republic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Red Brigades&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Named after the Red Hand, a violent pleb movement which murdered several Nobles in the Cydonian Protectorate Zone two hundreds years ago, the Red Brigades demand violent revolution.  From a platform of equality, they preach that the plebs will only be free when all those with unequal advantages - the Nobles and the Constructed Races among them - are overthrown.  Many low ranking citizens and pleb soldiers from the days of the Republic, believing themselves betrayed by the nobility, have joined the ranks of the Brigades, making them a formidable military force.&lt;br /&gt;
::&#039;&#039;&#039;The Drummers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::The Drummers are the radical arm of the Red Brigades, responsible for various acts of terrorism across CZ Central, and the Correctional Zone at large.  They preach a particularly apocalyptic version of the Red Brigades&#039; ideology of violent change, including not just the overthrow but the complete extermination of all those of Noble blood.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Street Gangs===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The West Side Monsters&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The West Side Monsters mainly operate in the Tellen Occupation District on the east side of CZ Central.  Their name comes from CZ Central&#039;s location at the west end of the Tellen Occupation Zone, and the gang has a presence throughout several of its cities.  In CZ Central it numbers about 1,500 members.  It is run by Artemis Hougan, a massive man half muscle and half machine.  Hougan is supposedly a veteran first of the War, and then of Megus experiments to help him recover from his wounds.  The Monsters are known to be an egalitarian lot, and include elves, goblins and ogres as well as Rafaelans, Mikaelans, and even Jibrilites in their numbers.  They also perform extreme body modifications, starting with tattoos and going up from there.The sign of the Monsters is three sylized claws, and their gang sign is two crooked fingers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Monsters dabble in all forms of criminality, but most of their income comes from illicit drugs, which they smuggle into the city from several grow ops in the Tellen Zone countryside.  Aside from that, they are known to be particularly violent, and are not above hiring out as muscle for a little cash on the side.  They are rumoured to have an arrangement with House Megus, where Megus gets to test some of its more esoteric technologies on their members, and those members who survive the process get to keep the tech.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunar Crew&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Lunar Crew are an elven gang based in the ring wall slums of the Coreven Occupation District, particularly West Park and Firion Park, and with a presence througout the Endus Occupation District.  The gang numbers 3,000 - all elves - and is run by an inner circle called the Winter Council.  Although Artemis Crimsene has been publicly associated with Crew, the Council denies any involvement with that stylish masked outlaw.  The Lunar Crew&#039;s sign is Luna&#039;s Eye - four lens shapes interlinked in a cross pattern.  It is common for the gang to enchant these signs with various spell effects, often to warn them of trespassers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of the Lunar Crew is the preservation of elven lives and culture.  The gang smuggles elven refugees in from the other district, and then out to the northern Coreven Zone.  It has several arrangements with northern landowners to provide cheap labourers, and also receives remittances from those it has saved.  It supplements this income with theft and burglary, gaining for itself a deserved reputation as a pack of thieves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recently the Lunar Crew has entered into an arms length, informal arrangement with House Lentithe.  The two previously had an &amp;quot;understanding&amp;quot; where Lentithe would look the other way as the Crew smuggled refugees through its Ward.  Lenthithe has expanded this arrangement, and is paying the Crew to report on events within Ward 6.  This corresponds to a falling out between Lunar Crew and Nexlexis.  The two gangs were allies in the past, but are becoming increasingly hostile to each other.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legio XIII&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The 13th Legion professes to be the remnants of the Republican Legion of the same name.  It&#039;s leader styles himself &amp;quot;Legate Cordinal Catarian&amp;quot;, and operates out of the Scarlet Street area of Ward 5.  The Legion is the smallest of the major gangs in the city, with only 500 core members (although it claims its strength is 6,000), however it is known to possess some quantities of old Republic ZEN-Tek, making it a force to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Legion sustains itself mainly through &amp;quot;taxation&amp;quot; or wide ranging protection and shakedown rackets.  It is mostly ignored by the Constabulary who do not have enough firepower to willingly enter a fight with the group.  Whether the 13th Legion is actually heir to the Rebublican brigade of the same name is an open question, however the group does not profess loyalty to the General Staff, and appears to have long forgotten any ideals it once defended.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burnt Cannibals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Burnt Cannibals are the bogey men that mothers in CZ Central use to terrify their children with if they don&#039;t go to bed at the Codex approved time.  The exact size of the group is unknown, but they are suspected to number at least 1,000 members throughout the city.  Their leader is Artemis Blaize, who is rumoured to be either an immortal Rafealan Witch, an Imperial Zenith Sorceress, or maybe a dragon, who settled in Prion city prior to the Correction, and awakened and angered by its destruction.  Members of the Cannibals wear little if any clothing, have smouldering skin and eyes like burning coals, and have Aether auras like infernos that seethe with power and rage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cannibals do exactly as their name suggests, prowling the streets of the slums and the undercity after dark, and dragging off the unwary to be devoured.  The members of the gang have sworn themselves to Blaize for some hellish pact of power that only the insane or desperate would consider.  Although Artemis Blaize can be negotiated and bargained with she is untrustworthy, and the authorities long since gave up trying. Instead they bent their efforts to wiping her and her twisted cult out.  Prior to the Silent War they had mostly succeeded, although Blaize herself remained at large.  In the past six months though, the gang has seen a resurgence, and once more Blaize&#039;s Cannibal acolytes stalk CZ Central.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nexlexis&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nexlexis is the largest street gang in CZ Central.  It is run by Artemis Frost, who claims to be a bastard daughter of House Arhyna, and has gathered a coterie of bastards and exiles around her, as well as an army of plebs. All told Nexlexis numbers around 5,000 core members spread mostly throughout the Endus District.  Frost runs the gang with a mixture of charm and violence - she and many of her lieutenants are skilled Magi, using a mix of Jibrilite and Rafaelan arts.  Their gang sign is crossed index fingers, and their symbol is a stylized X.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nexlexis runs entertainment houses in every Ward of the city, at which gambling, prostitution, and banned entertainments are conducted.  It also runs protection rackets and slum tenements in the areas it controls, and traffics in illegal drugs and restricted goods.  Nexlexis also dabbles in kidnapping and human smuggling on the side.  Nexlexis does most of its public activities under the auspices of Nexen Corp (logo: neXen), a supposedly above board service provider, headquartered in Ward 6&#039;s inner ring &amp;quot;Red Light&amp;quot; district.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nexlexis is known to have contacts with several Noble families, including Samelrand, Arhyna, and Megus.  It also has numerous individual nobles who it has made contact with through its entertainment houses, and many that it can call on for favours, or just blackmail.  Due to its penetration of the Constabulary, Nexlexis is all but immune from conventional prosecution, and it takes pains to remain useful to the various Crusader factions.  It has recently received an influx of funds from an unknown source, and is expanding its efforts into construction and infrastructure, often using cheap labour borrowed or redirected from the Enlightenment Camps in Ward 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
&lt;br /&gt;
Anthem of the Republic - [https://www.youtube.com/watch?v=Rss-xVvOBwo &amp;quot;The Call of Elysium&amp;quot;]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prion in Exile - The General Staff&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The General Staff are the military leadership of the republic who never surrendered.  The Chief of Staff is Marshal Akalis (a &#039;&#039;nom de guerre&#039;&#039; to protect his identity), and until recently they were located deep within the Mikaelan interior, sheltered by the Library to evade Chosen hunters.  Rumour is that since the Fall, the General Staff has sent senior representatives back to Eleutheria, with Captain General Medira rumoured to have been sent to Prion City itself.  Contacting the General Staff is difficult, but they are always looking to regather the forces of the Republic, and will offer aid to those who swear themselves to its cause - that of a restored Republic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrician House Castellum&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Castellum is one of three surviving Patrician families that refused to swear loyalty to the Chosen following the Correction.  The house mainly operates in the Telloren Occupational Zone, and supposedly has several hidden caches of ZEN-Tek weaponry scattered on various islands throughout Deception Strait.  It funds the remnants of three Republic Legions, VI, IX, and XXV&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrician House Elysenium&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Elysenium no longer exists as it did in the days of the Republic.  The house was effectively exterminated in a final suicidal attack on the Chosen Leliel.  It&#039;s banner has been taken up by several plebes who claim to be illegitimate bastards of its rather prolific First Prince, the legendary Ryzard Arhyn-Elysenium, the Lion of Acheron.  Under this banner the polyglot Legio XXI continues to fight on in the countryside of the Enduscare Occupation Zone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrician House Luciani&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
House Luciani is not technically a Patrician house, being formed of exiled remnants of House Archangeli.  It is sometimes referred to as fallen-Archangeli.  Although the smallest by far of the three surviving Patrician Houses.  Rumour says it maintains the elite Legio I &amp;quot;Invictus&amp;quot; hidden somewhere in the north of the country.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Library&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Library, or the Great Library, is one of the oldest institutions on Arth, despite the Chosen&#039;s attempts to destroy it.  The Library maintains the history of Arth, as it was before the Chosen sought to rewrite it.  The library also records events as they happen and adds them to its volumes, all of which are banned by the Chosen, and anyone caught reading them can potentially face severe penalties.  The Library has no one central location, operating instead out of many distributed locations that continually reprint and republish its old works.  Most of the Library&#039;s work is concentrated on the continent of Mikaela, although it does maintain a large repository in the Zenith Empire, which serves as insurance the total destruction of its works.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZEN-Tek LLC&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
ZEN-Tek is a shadowy and mysterious company that is best known for its extremely advanced &amp;quot;electrotech&amp;quot; weapons.  ZEN-Tek came to prominance in the early years of the Eluetherian Republic, when its weapons flooded the Republic&#039;s Army.  The exact source of these weapons remains a mystery, even after the War and subsequent Occupation.  Some have theorized that the Chosen Zadkiel developed them so as to give his people a means of defense independent from the Chosen-controlled Thaumatech.  Despite the ruthless lethality of their armaments, anyone reading the pictographic ZEN-Tek operating manuals is left with the distinct impression that, whoever they are, ZEN-Tek isn&#039;t taking this all completely seriously.  The booklets feature the exploits of exaggerated cartoon characters, like the overeager Lt Grass and the portly Sgt Fingus, and contain more puns than a stage full of goblin comedians.  Regardless, ZEN-Tek remains fully committed to the Republic and the only a handful of captured weapons have seen service in the hands of Crusaders.  After several high profile cases of sabotage, leading to the deaths of senior Crusade officers who took ZEN-Tech weapons as trophies, the Chosen issued a general edict against the practice, and now all captured weapons are turned over to the Church for destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The City of CZ Central==&lt;br /&gt;
[[File:Midgar.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 2&#039;&#039;&#039; is home to the House Lyris, which is basically just a puppet for the Tellen Crusade, being gutted of power &lt;br /&gt;
:&#039;&#039;&#039;Knight&#039;s Bastion&#039;&#039;&#039; is the site of the temple to Auriel&lt;br /&gt;
:&#039;&#039;&#039;Squall Rise&#039;&#039;&#039; has a most excellent restaurant with fabulous lemon crepes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 3&#039;&#039;&#039; (Gamma Ward) is the sector of House Arhyna.&lt;br /&gt;
:&#039;&#039;&#039;Touph Street&#039;&#039;&#039; is outer slums and red light districts, including the extremely popular (among young female nobles) nightclub &#039;&#039;Meat Market&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;Balamb Gardens&#039;&#039;&#039; is the grounds for House Arhyna&#039;s sprawling mansion complex.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 4&#039;&#039;&#039; is the sector of House Megus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 6&#039;&#039;&#039; is host to the concentration camps and has mostly been bulldozed flat.&lt;br /&gt;
:&#039;&#039;&#039;Samelrand Spire&#039;&#039;&#039; is accessible by the Cross-City Link Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 7&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;Yojimbo Avenue&#039;&#039;&#039; is where Jonas has his secret base inside a warehouse&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward 8&#039;&#039;&#039; is the sector of House Clementine, and their cadet house, House Emeraldine.&lt;br /&gt;
:&#039;&#039;&#039;Emerald Road&#039;&#039;&#039; is the grounds for Emeraldine&#039;s mansion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North of the City&#039;&#039;&#039; is Mirune Bay, currently unpleasantly icy.&lt;br /&gt;
:&#039;&#039;&#039;Greg&#039;s crashed stratodyne&#039;&#039;&#039; is partially buried in the mud bordering the bay and is reachable by a dirt path or boat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Republican Districts&#039;&#039;&#039; in the time of the former Republic the Wards were know as districts and had names...&lt;br /&gt;
:Ward 0 was known as the Capitoline District&lt;br /&gt;
:Ward 1 was known as the Pincian District&lt;br /&gt;
:Ward 2 was known as the Vatican District&lt;br /&gt;
:Ward 3 was known as the Aventine District&lt;br /&gt;
:Ward 4 was known as the Caelian District&lt;br /&gt;
:Ward 5 was known as the Viminal District&lt;br /&gt;
:Ward 6 was known as the Esquiline District&lt;br /&gt;
:Ward 7 was known as the Quirinal District&lt;br /&gt;
:Ward 8 was known as the Palatine District&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lord General&#039;s Staff&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Lord General Marianne Saint-Just]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Captain Caspar Saint-Just]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[CZ Chief Thaumatech Giannina &amp;quot;Nina&amp;quot; Megus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cardinal of Liah, High Priestess Joanna Alisandre]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CZ Central Authorities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peace Marshal Spartus Venamus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Chief Inspector Renton Scarbrough]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Street&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Artemis Crimsene]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Artemis Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legate Cordinal Catarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Chey Hexum]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Solomon Dior]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Philo Marks]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malarkey]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Niskeneskie]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Delray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malaika, Fate&#039;s Hand]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Red Brigades&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ion Valdemar]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Cards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Captain Jericho Lander]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Radachel Kezmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Artemis Blaize]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heiro House Clementine and Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Cordelia Clementine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Moira Clementine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loran Clementine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hazel Emeraldine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lily Emeraldine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aster Emererald-Archangeli]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tellen District Nobles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lieutenant General Roald Janvier]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wren Arhyna]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gideon Taiani]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bishop of Auriel - Priestess Ailena Tiadalos ]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endus District Nobles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lord General Chesne Du-Blessed]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ingria Samelrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Axelle Venamus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aeternia Lentithe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cordinal of the Cross Maiden DuThaire]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cordinal Kiera Dellarme, an auburn haired woman who would be stunningly beautiful if not for the livid half-healed laser scar marring the left side of her jaw.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also Knight Marshal Hellicia Lusaine, a very pale woman with ruby red lips and a halo of red hair wearing the short elbow length crimson half cape of the custos knights.  The Endus temple troops.  She&#039;d be in command of the local garrison&lt;br /&gt;
&lt;br /&gt;
The corpse pale Axelle Venamus, the only representative of the local house cadet forces here.  Lady Venamus has a mass of green hair floating about her like she&#039;s underwater and a cold artificial beauty that can only come from mimesis praxi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Mooks and Characters&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Constabular Gendarme]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Constabular Officer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Constabular Inspector]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Constabular Sheriff]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Crusade Armsman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crusade Officer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crusade Cleric]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gigganger Cogmek]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Legionary Veteran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legionary Recruit]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Military Forces in CZ Central==&lt;br /&gt;
&lt;br /&gt;
CZ Central is a large city of nearly 10 million people (although half the population it contained as Prion City) split into four occupation districts.  One district for each of the occupying Chosen Dominions, and then a central Unity District.  The City has many armed military forces, including the three Dominion Crusade armies, the city Constabulary, Noble House Cadet Guards, as well as various gangs, and the resistance forces.  The resistance forces themselves are scattered between local forces, revolutionary movements, and the Army of the Republic, which are the remnant forces of the Republican Legions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Crusaders&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Crusaders are not a unified force, with divisions apparent and growing between the forces in the three Occupation Districts.  There are reports of clashes between the various Dominion forces out in the Zones as they scuffle over increasingly limited resources, although open fighting has not (yet) broken out in CZ Central itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A full strength foot brigade is 5,000 soldiers with 250 Autoclaires.  A full strength wing brigade is 3,000 soldiers with 100 Autoclaires and 250 Arthrodynes.  Numbers given below are for establishment but most formations will be below these numbers due to attrition and detachments.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;The Coreve Crusade&#039;&#039;&#039; 13,000 soldiers, in two foot brigades (117th &amp;quot;Inexorable&amp;quot;, 192nd &amp;quot;Delight of Liah&amp;quot;), and one wing brigade (915th &amp;quot;Day of Truth - The Lord General&#039;s Own&amp;quot;)&lt;br /&gt;
:::Based at Highwind (117th), Western Heights(192nd), and the Aerostat Port (915th)&lt;br /&gt;
:::Another 5 foot brigades and 2 wing brigades deployed in the northern Zone&lt;br /&gt;
Coreve equipment is dominated by large rounded plates and smooth, sleek edges.  It tends to be simpler and more functional in appearance than that of most other Jibrilite dominions, but with extremely large and prominently displayed weapon mounts.  Coreve colors are blue and gold on white or silver.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;The Tellen Crusade&#039;&#039;&#039; 8,000 soldiers, in one foot brigade (332nd &amp;quot;Rebuke in Anger&amp;quot;) and one wing brigade (1055th &amp;quot;Terrible Swift Sword&amp;quot;)&lt;br /&gt;
:::Based at Hartilly Hill (332nd) and Knight&#039;s Bastion (1055th)&lt;br /&gt;
:::Another 4 foot brigades deployed in the eastern Zone&lt;br /&gt;
Tellen equipment is baroque and highly stylized, with semi-archaic looking designs sporting an excess of filigree and statuary.  It is generally considered to be the &amp;quot;classic&amp;quot; appearance for Jibrilite equipment.  It tends to be larger than similar equipment from other Jibrilite dominions.  Tellen colors are gold, yellow and white.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;The Endus Crusade&#039;&#039;&#039; 20,000 soldiers, in four foot brigades ([[522nd &amp;quot;Leliel Ascends&amp;quot;]], 510th &amp;quot;Deliverance,&amp;quot; 601st &amp;quot;Smite All Falsehood&amp;quot;, 677th &amp;quot;As is Just&amp;quot;)&lt;br /&gt;
:::Based at Adaman Lookout (522nd), Gau Rise (601st) and Zeta Camp (510th, 677th)&lt;br /&gt;
:::Another 4 foot brigades and 2 wing brigades in the western zone - word is that in early Aries the 557th was badly mauled in a fight with unknown invaders out west by Tremscare Point&lt;br /&gt;
Endus equipment is sharp and pointed, having many flat planes brought together at angles.  In some cases it can be difficult to see the true shape of the equipment and looking at it too long can strain the eye.  Endus colors are black with orange highlights, often with motes of light like stars floating within.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Constabulary&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Crusaders mainly operate from large fortified camps.  The Constabulary keep day to day order on the streets.  About 2/3rds of them are from the Jibril Dominions, the other 1/3rd are local recruits.  There are about 70,000 Constables spread over the 8 wards and the Unity District.  The Constabulary maintain checkpoints, investigate crimes, and keep order.  They will only deploy in large numbers for incidences of social unrest, with most of these riot forces coming from the Unity District.  These days they will more commonly deploy large stego lizard cavalry rather than Autoclaires and Arthrodynes due to supply shortages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Unity District - 18,000&lt;br /&gt;
::Ward 1 - 6,000&lt;br /&gt;
::Ward 2 - 5,000&lt;br /&gt;
::Ward 3 - 7,000&lt;br /&gt;
::Ward 4 - 6,000&lt;br /&gt;
::Ward 5 - 4,000&lt;br /&gt;
::Ward 6 - 15,000&lt;br /&gt;
::Ward 7 - 3,000&lt;br /&gt;
::Ward 8 - 6,000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Cadet Guards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Traditionally Noble Houses of Jibril maintain small &amp;quot;cadet&amp;quot; forces to see to their own security and train the next generation of noble officers.  These forces tend to be small but of high quality and heavy on Thaumatech and Clerical support.  Carefully and suspiciously reconstructed after the War, most of the Cadet Guards of CZ Central fall far below the Jibrilite ideal, as far as quality is concerned.&lt;br /&gt;
&lt;br /&gt;
Although peace still prevails between the Crusade forces, open fighting has broken out between the Guards of houses Samelrand and Lentithe on several occasions, with additional proxy conflicts between the street gangs Nexlexi and Lunar Crew likely working in contract for the two houses.  Several members of House Sentonius have also been murdered by Samelrand, and House Arhyna is also under investigation by the Constabulary for a series of raids into CZ Central against armament storehouses of House Archangeli.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::House Archangeli - 500 elite guards, superbly equipped and trained, essentially all transplanted Coreven cadets from Coreve houses Ingram, Saint-Anzeray, and de Chalice.&lt;br /&gt;
::House Aikenrand - 200 elite guards.&lt;br /&gt;
::House Lyris - 200 militia, poorly trained but with a great deal of heart.&lt;br /&gt;
::House Arhyna - 100 guards (declared), rumoured to have many more, suspected to be funneling soldiers to the resistance.&lt;br /&gt;
::House Megus - 100 elite sguards, heavy on the Thaumatech&lt;br /&gt;
::House Sentonius - 200 civic militia, unarmed and used for shit duties.  Literally.&lt;br /&gt;
::House Samelrand- 5,000 guards, equivalent to a poorly equipped foot brigade, justified for work in the camps&lt;br /&gt;
::House Lentithe - 2,000 militia - declared - rumoured to be much larger due to conflict with Samelrand&lt;br /&gt;
::House Clementine - 100 elite guards, well equipped with Auroclaires&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Resistance Forces&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Legio X &amp;quot;Sum Umbra,&amp;quot; The Ghosts - 100 elite scouts, 900 militia cadre, the remnants of the Republic Army&#039;s 10th Legion, which, along with most of the army, never actually surrendered.  Nevertheless, very little remains of the original 6,000 men of the Legion.  The Ghosts have enough old republic weapons to arm 100 men, but little ammunition or replaceable power cells for them.  They also have an additional 900 cadre militia recruited since the end of the war, and armed with stolen Crusader weapons.  The core of the Ghosts all hardened veterans of the Long War, and are man for man a match for any force in the city, save perhaps the Archangeli House Guards and Alpha Company of the Lord General&#039;s Own.  Nevertheless, they will need additional men and supplies if they intend to have a larger impact on events in CZ Central.&lt;br /&gt;
&lt;br /&gt;
==Chapters==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prologue&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prologue I]]: &amp;quot;A bold young man, and a worthy enemy.&amp;quot; (Shrike, Lokar)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prologue II]]: &amp;quot;A good ship late of a bad cause.&amp;quot; (FBH, Ent)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chapter 1 - The Last Dance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session I]]: &amp;quot;A glittering battlefield.&amp;quot; (Shrike, Lokar, Ent, Silence)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session II]]: &amp;quot;Truth disguised as prophecy.&amp;quot; (FBH, Lokar, Ent, Silence)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session III]] &amp;quot;My distant love, unto death.&amp;quot; (Lokar)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session IV]]: &amp;quot;As tricksome a devil as any.&amp;quot; (Shrike)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chapter 2 - Bloody Hands&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session V]]: &amp;quot;A bloody hand, and I the arm behind it.&amp;quot; (FBH, Silence)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session VI]]: &amp;quot;Useful idiots.&amp;quot; (FBH)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session VII]] &amp;quot;Zadkiel&#039;s Legacy.&amp;quot; (Ent, Shrike)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session VIII]] &amp;quot;Call of the Fox.&amp;quot;(Lokar)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session IX]] &amp;quot;Thy sword unsheathed - The battle of Scarlet Street.&amp;quot; (Lokar, FBH)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session ]] (Silence)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chapter 3 - Spark to Flame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Session ]]: (Ent, Shrike)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellanea==&lt;br /&gt;
*Metatron Form:  One-liners and combat banter&lt;br /&gt;
*Liah Form:  Melee skill, emphasis on duels and &#039;honorable&#039; bladecrossing&lt;br /&gt;
*Mariel Form:  Thaumaturgy&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle]]&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Combat&amp;diff=66873</id>
		<title>AI:L Combat</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Combat&amp;diff=66873"/>
		<updated>2019-03-03T05:09:46Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Advantage Special Maneuvers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Ascension Isle: Legacy]]&lt;br /&gt;
&lt;br /&gt;
Character Level Combat Rules, version 0.50 (2019/02/03)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Definitions==&lt;br /&gt;
&lt;br /&gt;
Round – a cycle of combat during which combatants take a turn&amp;lt;br&amp;gt;&lt;br /&gt;
Turn – the point of a round where a character takes their actions&amp;lt;br&amp;gt;&lt;br /&gt;
Challenge Target – the number a roll must meet or exceed for success&amp;lt;br&amp;gt;&lt;br /&gt;
Threshold – The amount a roll must exceed the Challenge Target by for additional benefits, written as “Threshold #”.  The default is 5, and is the threshold if no number is stated.&amp;lt;br&amp;gt;&lt;br /&gt;
Zero Threshold – A Threshold roll starting from a Target of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Limited Threshold – A Threshold roll that only provides its benefits once (default) or a limited number of times, as stated in the Threshold rules (example: Limited Threshold 5 (x2) for a bonus that can be applied only twice).&amp;lt;br&amp;gt;&lt;br /&gt;
Advantage – A pool of bonuses that can be added to various rolls or spent to perform special actions&amp;lt;br&amp;gt;&lt;br /&gt;
Edge – A limited kind of advantage that can only be used on a single action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Initiative==&lt;br /&gt;
&lt;br /&gt;
Initiative is rolled at the start of each combat round.&amp;lt;br&amp;gt;&lt;br /&gt;
The Stats and Skill rolled for initiative depend on the category of action a character intends to take.&amp;lt;br&amp;gt;&lt;br /&gt;
::Physique + Athletics – close combat actions and other actions using Physique.&lt;br /&gt;
::Senses + Alertness – ranged combat actions and other actions using Senses.&lt;br /&gt;
::Intellect + Concentration – technical or social actions, including conversation and Thaumatech, and other actions using Intellect.&lt;br /&gt;
::Core Aether + Aether Channel – Etheric actions, including Willwork and Sorcery, and other actions using Core Aether &lt;br /&gt;
&lt;br /&gt;
A character can change their category of action after their initiative roll, but it costs 1 Exploit of the target action category, and costs all their current advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character who beats every other Initiative roll made in a combat by a Limited Threshold of 5 gains 1 Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapons can add situational bonuses to initiative.  Ranged weapons can take interrupt actions against melee attacks, regardless of initiative order.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
Characters get one standard action and one move action during their turn.  They may gain additional actions from spending exploits or advantage, activating traits, or from stances.  Some combat actions can also be taken as part of a move action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character can spend exploits on their own turn, and can spend them on another character’s turn if they have a trait or stance that allows it (such as being in defensive stance).&lt;br /&gt;
Attacking consumes a characters action.  An attack roll is made against an Accuracy Challenge.  The basic accuracy challenge is 10, however this may be adjusted up or down depending on the nature of the target.  Being larger is a definite advantage in close combat, but less so in ranged combat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Challenge==&lt;br /&gt;
::10: Base human value&lt;br /&gt;
::+5: Additional range increment&lt;br /&gt;
::-5: Point blank range&lt;br /&gt;
::+2: Target Moving&lt;br /&gt;
::+5: Target Sprinting/Shooter Moving&lt;br /&gt;
::+10: Shooter Sprinting&lt;br /&gt;
::+2: Light cover&lt;br /&gt;
::+4: Half Cover (1 hit location)&lt;br /&gt;
::+6: Full Cover (1-2 hit location)&lt;br /&gt;
::+10: Loophole (1-4 hit location&lt;br /&gt;
::+2: Poor Visibility&lt;br /&gt;
::+5: Very Poor Visibility&lt;br /&gt;
&lt;br /&gt;
==Cover==&lt;br /&gt;
&lt;br /&gt;
If a character is near cover they can elect to remain fully behind it.  This prevents them from conducting ranged attacks in the direction blocked by the cover, but also prevents them from being hit by ranged attacks in turn (unless these can physically penetrate their cover).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On their turn a character can pop or lean out from cover as a move action, or can move back into it.  Shooting from cover will usually allow a character to maintain the Full Cover bonus, with only head, upper chest and arms exposed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&lt;br /&gt;
When inflicting damage, the attacker rolls for hit location, amount of damage dealt, and then any wounds inflicted.  The defender may roll saving throws, or other defensive abilities.&lt;br /&gt;
&lt;br /&gt;
==Hit Location==&lt;br /&gt;
&lt;br /&gt;
For characters, hit location is rolled on 1d6.  The higher numbers represent harder to hit locations.  There are several different hit location tables depending on the weapon used and the combat situation&lt;br /&gt;
Ranged Attack&lt;br /&gt;
::1-3: Torso&lt;br /&gt;
::4: Legs&lt;br /&gt;
::5: Arms&lt;br /&gt;
::6: Head&lt;br /&gt;
&lt;br /&gt;
Close Combat Attack&lt;br /&gt;
::1-2: Arms&lt;br /&gt;
::3: Legs&lt;br /&gt;
::4-5: Torso&lt;br /&gt;
::6: Head&lt;br /&gt;
&lt;br /&gt;
After rolling for hit location an attacker can choose to strike a location lower on the table than the one they rolled.  If cover would render it impossible to hit any location then the attack hits that cover and unless it is able to penetrate, does no damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An attacker can also attempt a “called shot” after making their attack but before rolling for hit location.  Doing this allows them to spend 2 Advantage to add a +1 to the hit location roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
Characters gain Physical Stress in combat, but unless this stress also results in wounds its effects are short lived.  PS resets at the end of the current combat, once all combatants are no longer rolling initiative.  Wounds however do not reset, and must be healed with time and/or medical assistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several ways of inflicting a wound; capping a Health Level, damage wound effects, and special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a character takes more damage than the PS of their current health level they have the option to “cap” the damage.  Capping the damage means they will suffer no additional damage after the last PS in their current HL is filled.  However, capping damage means they will suffer a wound in return.  This wound is based on the wound effects of the damage they capped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When damage using d6 is rolled, every result of a “6” results in a wound.  When damage is rolled using a d10, the attack automatically inflicts a wound, based on the attack’s effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wounds are either Light, Serious, or Mortal.  A light wound will heal on its own without treatment, a serious wound requires medical attention, and a Mortal wound will be fatal without medical attention.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of a battle the number of wounds a character is suffering is tallied and a d10 is rolled.  Depending on the number, one of the wounds the character is suffering from will be turned into a Light, Serious, or Mortal wound.  If a 10 is rolled, then another wound roll is made based on another wound the character is suffering from.  The selection of which wound a character suffers from is based on which inflicted the most damage to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::1-5: No lingering wound&lt;br /&gt;
::6-10: Light Wound (1/2 effect)&lt;br /&gt;
::11-15: Serious Wound&lt;br /&gt;
::16+: Mortal wound&lt;br /&gt;
&lt;br /&gt;
This roll can be reduced with a Zero Threshold Intellect + medical roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a wound is not removed at the end of a battle it is lingering.  The effects of lingering wounds can be reduced, or even completely suppressed with medical treatment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage and Wound Types==&lt;br /&gt;
&lt;br /&gt;
Pain (all other wound types also inflict pain)&amp;lt;br&amp;gt;&lt;br /&gt;
-1 to all rolls (can be overridden with exploits/rolls/medical assistance)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Piercing/Penetrating&amp;lt;br&amp;gt;&lt;br /&gt;
-1 to maximum PS for each HL (count double for lingering effects, head hits are Stressful/Critical)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Burning&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 extra PS damage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shock/Slashing&amp;lt;br&amp;gt;&lt;br /&gt;
-1 Exploit (WP for head, Adrenaline for Torso and legs, Senses for arms)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etheric&amp;lt;br&amp;gt;&lt;br /&gt;
-2 to Aura, or -1 to Core Aether if no Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traumatic/Stunned&amp;lt;br&amp;gt;&lt;br /&gt;
-1 turn, permanently lose health levels if lingering&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour Effects==&lt;br /&gt;
&lt;br /&gt;
Armour Piercing adds a multiplier to the damage dice.  The value of the armour is then subtracted from the multiplied result.  If the value exceeds that of the armour then the result from the damage dice without the multiplier is applied to the person or object inside the armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armour Negating weapons ignore armour up to a certain value, unless certain conditions are met which cancel the negating effect.  After the armour negating effect is applied, any leftover armour value subtracts from the result of the damage die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Normal weapons simply roll the damage dice and then subtract the armour value, applying any remainder to the target beneath the armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ranged Combat==&lt;br /&gt;
Personal ranged combat is primarily conducted with firearms and is extremely lethal.  Gunfire is difficult to dodge, characters caught in the open are extremely vulnerable, and much of a gunfight involves fighting from cover, or attempting to flank around enemy cover.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged combat naturally builds advantage from aiming, from engaging targets without cover, and from certain stance bonusses (like Overwatch), and from ammunition exploit expenditures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shooting at a target in light cover or less grants 1 advantage to the shooter (whether they hit or not).  Ending a round in Overwatch stance grants 2 advantage.  Once a round a character can also expend one Focus for 2 advantage and one ammunition for 2 advantage as interrupt actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ranged Combat Stances===&lt;br /&gt;
Ranged combat has three basic stances – Overwatch, Snapshooting and ready.  Stances are selected at the start of a character’s combat action.  Once declared a stance persists over subsequent turns and rounds until it changes.  Certain special abilities allow a character to change stances before, during or after their turn.  Certain actions (by the character or an opponent) can also take an opponent out of a stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch&#039;&#039;&#039; stance adds any gained advantage to accuracy.  A character in overwatch must declare a 180 degree arc and is prepared to engage any enemy in that arc.  After their turn is over, they may take an action in any subsequent turn as an interrupt.  They may spend 1 Focus to gain an interrupt attack ahead of any enemy move or combat action.  Overwatch stance persists until the character ends it by adopting another stance, evading or moving.  If a character remains in overwatch at the end of a round they gain 2 advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snapshooting&#039;&#039;&#039; adds any gained advantage to initiative and ranged AC.  A character who is snapshooting can maintain the stance while moving.  The dodge threshold for a character who is snapshooting is lowered by 1.  If a character in Snapshooting stance fires on another charcter’s turn they can spend an Adrenaline exploit at the end of the turn to take a move action.  Hitting the Deck will still remove the snapshooting stance.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Ready&#039;&#039;&#039; is the basic firearms stance and adds any gained advantage to accuracy.  It can be maintained while conducting a normal move action but not while running.  A character who reloads their weapon will enter the ready stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat Actions===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodge&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an interrupt a character can perform a Dodge using Physique + Athletics.  Dodging is a Zero Threshold 5 defensive action, with each success adding +1 to a character’s AC.  Dodging costs one action.  Heroes can declare their dodge after their opponent has made the attack roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Characters with ranged weapons and going on ranged initiative dodge close combat attacks at Threshold 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reload&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reloading refreshes the ammo exploit counter of a weapon and can be done as part of a move action.  Reloading will reset a character’s combat advantage to 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aiming is one of the primary means of gaining advantage.  An aim is made as a combat action and is a roll to hit, at a threshold of 5.  For each threshold success the character gains 1 advantage.  Weapons can only be aimed once unless they have targeting aids that allow for multiple turns of aiming.  Some weapons also have aids that reduce the threshold for aiming. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit the Deck&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an interrupt, once a turn a character can Hit the Deck, gaining an +5 to AC against ranged combat attacks for the remainder of the current combat turn.  This can be done in conjunction with a dodge and/or can be used to move into full cover.  Hitting the Deck does not take an action, but costs a character all their advantage.  As with a dodge, Heroes can declare this action after their opponent has rolled to hit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammunition Exploits===&lt;br /&gt;
Expending ammunition is one of the main methods for firearms users to conduct special moves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A character with can spend one ammunition to fire two shots in rapid succession.  Calculation against AC for the first shot is done normally, while the second is calculated on a Limited Threshold of 5 + Weapon Recoil (x1).  Evasive actions can still cause the second shot to miss, even if they cannot avoid the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A burst is a special kind of double tap only available to automatic weapons.  The character can expend multiple points of ammunition, to increase the Limited Threshold by 1 per ammunition expended, potentially scoring three or more hits in a single attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rapid Fire spends ammunition for a +2 Edge bonus which is added to the hit roll.  Fully automatic weapons can spend multiple points of ammunition in this manner up to their rate or until they run out, but they only gain +1 Edge per advantage spent.  This can be combined with other maneuvers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sustained Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sustained fire is conducted to hit all targets in a designated area, and can only be conducted with fully automatic weapons, or through the coordination of multiple shooters.  For two points of ammunition a fully automatic weapon can put sustained fire over one 5m area for the rest of the round.  A roll to hit can be made against all targets moving through that area, subtracting the weapons recoil from the hit roll.  Multiple points of ammunition can be spent to expend this target area, but it must be contiguous and cannot exceed 20m long.  Larger automatic weapons can affect larger areas.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Advantage Special Maneuvers===&lt;br /&gt;
2 Advantage – &#039;&#039;&#039;Kill Shot&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After rolling to hit but before rolling damage, a character can choose to spend 2 or more advantage to increase the damage dealt.  An additional 1d6 damage is added for every 4 damage dice, so a weapon with 1-4 damage die would add 1d6, while one with 5-8 would add 2d6, and so on.  The special maneuver can be activated multiple times on the same damage roll.  Note that these additional damage dice are only added once.  Additional shots, such as those gained from double tap or burst, will not benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2 Advantage - &#039;&#039;&#039;Called Shot&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After rolling to hit but before rolling for hit location and attacker can spend Advantage to make a called shot.  Doing this allows them to spend 2 Advantage to add a +1 to the hit location roll.  This special maneuever can be activated multiple times, and affects all shots made with that attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
10 Advantage - &#039;&#039;&#039;Kill Zone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When making a Sustained Fire attack the character can expend 10 advantage and all remaining ammunition to strike an area encompassing the theoretical maximum targetable area of their weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Combat&amp;diff=66872</id>
		<title>AI:L Combat</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Combat&amp;diff=66872"/>
		<updated>2019-03-03T05:06:29Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Ranged Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Ascension Isle: Legacy]]&lt;br /&gt;
&lt;br /&gt;
Character Level Combat Rules, version 0.50 (2019/02/03)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Definitions==&lt;br /&gt;
&lt;br /&gt;
Round – a cycle of combat during which combatants take a turn&amp;lt;br&amp;gt;&lt;br /&gt;
Turn – the point of a round where a character takes their actions&amp;lt;br&amp;gt;&lt;br /&gt;
Challenge Target – the number a roll must meet or exceed for success&amp;lt;br&amp;gt;&lt;br /&gt;
Threshold – The amount a roll must exceed the Challenge Target by for additional benefits, written as “Threshold #”.  The default is 5, and is the threshold if no number is stated.&amp;lt;br&amp;gt;&lt;br /&gt;
Zero Threshold – A Threshold roll starting from a Target of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Limited Threshold – A Threshold roll that only provides its benefits once (default) or a limited number of times, as stated in the Threshold rules (example: Limited Threshold 5 (x2) for a bonus that can be applied only twice).&amp;lt;br&amp;gt;&lt;br /&gt;
Advantage – A pool of bonuses that can be added to various rolls or spent to perform special actions&amp;lt;br&amp;gt;&lt;br /&gt;
Edge – A limited kind of advantage that can only be used on a single action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Initiative==&lt;br /&gt;
&lt;br /&gt;
Initiative is rolled at the start of each combat round.&amp;lt;br&amp;gt;&lt;br /&gt;
The Stats and Skill rolled for initiative depend on the category of action a character intends to take.&amp;lt;br&amp;gt;&lt;br /&gt;
::Physique + Athletics – close combat actions and other actions using Physique.&lt;br /&gt;
::Senses + Alertness – ranged combat actions and other actions using Senses.&lt;br /&gt;
::Intellect + Concentration – technical or social actions, including conversation and Thaumatech, and other actions using Intellect.&lt;br /&gt;
::Core Aether + Aether Channel – Etheric actions, including Willwork and Sorcery, and other actions using Core Aether &lt;br /&gt;
&lt;br /&gt;
A character can change their category of action after their initiative roll, but it costs 1 Exploit of the target action category, and costs all their current advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character who beats every other Initiative roll made in a combat by a Limited Threshold of 5 gains 1 Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapons can add situational bonuses to initiative.  Ranged weapons can take interrupt actions against melee attacks, regardless of initiative order.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
Characters get one standard action and one move action during their turn.  They may gain additional actions from spending exploits or advantage, activating traits, or from stances.  Some combat actions can also be taken as part of a move action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character can spend exploits on their own turn, and can spend them on another character’s turn if they have a trait or stance that allows it (such as being in defensive stance).&lt;br /&gt;
Attacking consumes a characters action.  An attack roll is made against an Accuracy Challenge.  The basic accuracy challenge is 10, however this may be adjusted up or down depending on the nature of the target.  Being larger is a definite advantage in close combat, but less so in ranged combat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Challenge==&lt;br /&gt;
::10: Base human value&lt;br /&gt;
::+5: Additional range increment&lt;br /&gt;
::-5: Point blank range&lt;br /&gt;
::+2: Target Moving&lt;br /&gt;
::+5: Target Sprinting/Shooter Moving&lt;br /&gt;
::+10: Shooter Sprinting&lt;br /&gt;
::+2: Light cover&lt;br /&gt;
::+4: Half Cover (1 hit location)&lt;br /&gt;
::+6: Full Cover (1-2 hit location)&lt;br /&gt;
::+10: Loophole (1-4 hit location&lt;br /&gt;
::+2: Poor Visibility&lt;br /&gt;
::+5: Very Poor Visibility&lt;br /&gt;
&lt;br /&gt;
==Cover==&lt;br /&gt;
&lt;br /&gt;
If a character is near cover they can elect to remain fully behind it.  This prevents them from conducting ranged attacks in the direction blocked by the cover, but also prevents them from being hit by ranged attacks in turn (unless these can physically penetrate their cover).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On their turn a character can pop or lean out from cover as a move action, or can move back into it.  Shooting from cover will usually allow a character to maintain the Full Cover bonus, with only head, upper chest and arms exposed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&lt;br /&gt;
When inflicting damage, the attacker rolls for hit location, amount of damage dealt, and then any wounds inflicted.  The defender may roll saving throws, or other defensive abilities.&lt;br /&gt;
&lt;br /&gt;
==Hit Location==&lt;br /&gt;
&lt;br /&gt;
For characters, hit location is rolled on 1d6.  The higher numbers represent harder to hit locations.  There are several different hit location tables depending on the weapon used and the combat situation&lt;br /&gt;
Ranged Attack&lt;br /&gt;
::1-3: Torso&lt;br /&gt;
::4: Legs&lt;br /&gt;
::5: Arms&lt;br /&gt;
::6: Head&lt;br /&gt;
&lt;br /&gt;
Close Combat Attack&lt;br /&gt;
::1-2: Arms&lt;br /&gt;
::3: Legs&lt;br /&gt;
::4-5: Torso&lt;br /&gt;
::6: Head&lt;br /&gt;
&lt;br /&gt;
After rolling for hit location an attacker can choose to strike a location lower on the table than the one they rolled.  If cover would render it impossible to hit any location then the attack hits that cover and unless it is able to penetrate, does no damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An attacker can also attempt a “called shot” after making their attack but before rolling for hit location.  Doing this allows them to spend 2 Advantage to add a +1 to the hit location roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
Characters gain Physical Stress in combat, but unless this stress also results in wounds its effects are short lived.  PS resets at the end of the current combat, once all combatants are no longer rolling initiative.  Wounds however do not reset, and must be healed with time and/or medical assistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several ways of inflicting a wound; capping a Health Level, damage wound effects, and special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a character takes more damage than the PS of their current health level they have the option to “cap” the damage.  Capping the damage means they will suffer no additional damage after the last PS in their current HL is filled.  However, capping damage means they will suffer a wound in return.  This wound is based on the wound effects of the damage they capped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When damage using d6 is rolled, every result of a “6” results in a wound.  When damage is rolled using a d10, the attack automatically inflicts a wound, based on the attack’s effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wounds are either Light, Serious, or Mortal.  A light wound will heal on its own without treatment, a serious wound requires medical attention, and a Mortal wound will be fatal without medical attention.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of a battle the number of wounds a character is suffering is tallied and a d10 is rolled.  Depending on the number, one of the wounds the character is suffering from will be turned into a Light, Serious, or Mortal wound.  If a 10 is rolled, then another wound roll is made based on another wound the character is suffering from.  The selection of which wound a character suffers from is based on which inflicted the most damage to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::1-5: No lingering wound&lt;br /&gt;
::6-10: Light Wound (1/2 effect)&lt;br /&gt;
::11-15: Serious Wound&lt;br /&gt;
::16+: Mortal wound&lt;br /&gt;
&lt;br /&gt;
This roll can be reduced with a Zero Threshold Intellect + medical roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a wound is not removed at the end of a battle it is lingering.  The effects of lingering wounds can be reduced, or even completely suppressed with medical treatment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage and Wound Types==&lt;br /&gt;
&lt;br /&gt;
Pain (all other wound types also inflict pain)&amp;lt;br&amp;gt;&lt;br /&gt;
-1 to all rolls (can be overridden with exploits/rolls/medical assistance)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Piercing/Penetrating&amp;lt;br&amp;gt;&lt;br /&gt;
-1 to maximum PS for each HL (count double for lingering effects, head hits are Stressful/Critical)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Burning&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 extra PS damage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shock/Slashing&amp;lt;br&amp;gt;&lt;br /&gt;
-1 Exploit (WP for head, Adrenaline for Torso and legs, Senses for arms)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etheric&amp;lt;br&amp;gt;&lt;br /&gt;
-2 to Aura, or -1 to Core Aether if no Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traumatic/Stunned&amp;lt;br&amp;gt;&lt;br /&gt;
-1 turn, permanently lose health levels if lingering&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour Effects==&lt;br /&gt;
&lt;br /&gt;
Armour Piercing adds a multiplier to the damage dice.  The value of the armour is then subtracted from the multiplied result.  If the value exceeds that of the armour then the result from the damage dice without the multiplier is applied to the person or object inside the armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armour Negating weapons ignore armour up to a certain value, unless certain conditions are met which cancel the negating effect.  After the armour negating effect is applied, any leftover armour value subtracts from the result of the damage die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Normal weapons simply roll the damage dice and then subtract the armour value, applying any remainder to the target beneath the armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ranged Combat==&lt;br /&gt;
Personal ranged combat is primarily conducted with firearms and is extremely lethal.  Gunfire is difficult to dodge, characters caught in the open are extremely vulnerable, and much of a gunfight involves fighting from cover, or attempting to flank around enemy cover.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged combat naturally builds advantage from aiming, from engaging targets without cover, and from certain stance bonusses (like Overwatch), and from ammunition exploit expenditures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shooting at a target in light cover or less grants 1 advantage to the shooter (whether they hit or not).  Ending a round in Overwatch stance grants 2 advantage.  Once a round a character can also expend one Focus for 2 advantage and one ammunition for 2 advantage as interrupt actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ranged Combat Stances===&lt;br /&gt;
Ranged combat has three basic stances – Overwatch, Snapshooting and ready.  Stances are selected at the start of a character’s combat action.  Once declared a stance persists over subsequent turns and rounds until it changes.  Certain special abilities allow a character to change stances before, during or after their turn.  Certain actions (by the character or an opponent) can also take an opponent out of a stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch&#039;&#039;&#039; stance adds any gained advantage to accuracy.  A character in overwatch must declare a 180 degree arc and is prepared to engage any enemy in that arc.  After their turn is over, they may take an action in any subsequent turn as an interrupt.  They may spend 1 Focus to gain an interrupt attack ahead of any enemy move or combat action.  Overwatch stance persists until the character ends it by adopting another stance, evading or moving.  If a character remains in overwatch at the end of a round they gain 2 advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snapshooting&#039;&#039;&#039; adds any gained advantage to initiative and ranged AC.  A character who is snapshooting can maintain the stance while moving.  The dodge threshold for a character who is snapshooting is lowered by 1.  If a character in Snapshooting stance fires on another charcter’s turn they can spend an Adrenaline exploit at the end of the turn to take a move action.  Hitting the Deck will still remove the snapshooting stance.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Ready&#039;&#039;&#039; is the basic firearms stance and adds any gained advantage to accuracy.  It can be maintained while conducting a normal move action but not while running.  A character who reloads their weapon will enter the ready stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat Actions===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodge&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an interrupt a character can perform a Dodge using Physique + Athletics.  Dodging is a Zero Threshold 5 defensive action, with each success adding +1 to a character’s AC.  Dodging costs one action.  Heroes can declare their dodge after their opponent has made the attack roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Characters with ranged weapons and going on ranged initiative dodge close combat attacks at Threshold 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reload&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reloading refreshes the ammo exploit counter of a weapon and can be done as part of a move action.  Reloading will reset a character’s combat advantage to 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aiming is one of the primary means of gaining advantage.  An aim is made as a combat action and is a roll to hit, at a threshold of 5.  For each threshold success the character gains 1 advantage.  Weapons can only be aimed once unless they have targeting aids that allow for multiple turns of aiming.  Some weapons also have aids that reduce the threshold for aiming. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit the Deck&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an interrupt, once a turn a character can Hit the Deck, gaining an +5 to AC against ranged combat attacks for the remainder of the current combat turn.  This can be done in conjunction with a dodge and/or can be used to move into full cover.  Hitting the Deck does not take an action, but costs a character all their advantage.  As with a dodge, Heroes can declare this action after their opponent has rolled to hit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammunition Exploits===&lt;br /&gt;
Expending ammunition is one of the main methods for firearms users to conduct special moves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A character with can spend one ammunition to fire two shots in rapid succession.  Calculation against AC for the first shot is done normally, while the second is calculated on a Limited Threshold of 5 + Weapon Recoil (x1).  Evasive actions can still cause the second shot to miss, even if they cannot avoid the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A burst is a special kind of double tap only available to automatic weapons.  The character can expend multiple points of ammunition, to increase the Limited Threshold by 1 per ammunition expended, potentially scoring three or more hits in a single attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rapid Fire spends ammunition for a +2 Edge bonus which is added to the hit roll.  Fully automatic weapons can spend multiple points of ammunition in this manner up to their rate or until they run out, but they only gain +1 Edge per advantage spent.  This can be combined with other maneuvers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sustained Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sustained fire is conducted to hit all targets in a designated area, and can only be conducted with fully automatic weapons, or through the coordination of multiple shooters.  For two points of ammunition a fully automatic weapon can put sustained fire over one 5m area for the rest of the round.  A roll to hit can be made against all targets moving through that area, subtracting the weapons recoil from the hit roll.  Multiple points of ammunition can be spent to expend this target area, but it must be contiguous and cannot exceed 20m long.  Larger automatic weapons can affect larger areas.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Advantage Special Maneuvers===&lt;br /&gt;
2 Advantage – &#039;&#039;&#039;Kill Shot&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After rolling to hit but before rolling damage, a character can choose to spend 2 or more advantage to increase the damage dealt.  An additional 1d6 damage is added for every 4 damage dice, so a weapon with 1-4 damage die would add 1d6, while one with 5-8 would add 2d6, and so on.  The special maneuver can be activated multiple times on the same damage roll.  Note that these additional damage dice are only added once.  Additional shots, such as those gained from double tap or burst, will not benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
10 Advantage - &#039;&#039;&#039;Kill Zone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When making a Sustained Fire attack the character can expend 10 advantage and all remaining ammunition to strike an area encompassing the theoretical maximum targetable area of their weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Combat&amp;diff=66871</id>
		<title>AI:L Combat</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Combat&amp;diff=66871"/>
		<updated>2019-03-03T05:00:43Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Ranged Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Ascension Isle: Legacy]]&lt;br /&gt;
&lt;br /&gt;
Character Level Combat Rules, version 0.50 (2019/02/03)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Definitions==&lt;br /&gt;
&lt;br /&gt;
Round – a cycle of combat during which combatants take a turn&amp;lt;br&amp;gt;&lt;br /&gt;
Turn – the point of a round where a character takes their actions&amp;lt;br&amp;gt;&lt;br /&gt;
Challenge Target – the number a roll must meet or exceed for success&amp;lt;br&amp;gt;&lt;br /&gt;
Threshold – The amount a roll must exceed the Challenge Target by for additional benefits, written as “Threshold #”.  The default is 5, and is the threshold if no number is stated.&amp;lt;br&amp;gt;&lt;br /&gt;
Zero Threshold – A Threshold roll starting from a Target of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Limited Threshold – A Threshold roll that only provides its benefits once (default) or a limited number of times, as stated in the Threshold rules (example: Limited Threshold 5 (x2) for a bonus that can be applied only twice).&amp;lt;br&amp;gt;&lt;br /&gt;
Advantage – A pool of bonuses that can be added to various rolls or spent to perform special actions&amp;lt;br&amp;gt;&lt;br /&gt;
Edge – A limited kind of advantage that can only be used on a single action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Initiative==&lt;br /&gt;
&lt;br /&gt;
Initiative is rolled at the start of each combat round.&amp;lt;br&amp;gt;&lt;br /&gt;
The Stats and Skill rolled for initiative depend on the category of action a character intends to take.&amp;lt;br&amp;gt;&lt;br /&gt;
::Physique + Athletics – close combat actions and other actions using Physique.&lt;br /&gt;
::Senses + Alertness – ranged combat actions and other actions using Senses.&lt;br /&gt;
::Intellect + Concentration – technical or social actions, including conversation and Thaumatech, and other actions using Intellect.&lt;br /&gt;
::Core Aether + Aether Channel – Etheric actions, including Willwork and Sorcery, and other actions using Core Aether &lt;br /&gt;
&lt;br /&gt;
A character can change their category of action after their initiative roll, but it costs 1 Exploit of the target action category, and costs all their current advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character who beats every other Initiative roll made in a combat by a Limited Threshold of 5 gains 1 Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapons can add situational bonuses to initiative.  Ranged weapons can take interrupt actions against melee attacks, regardless of initiative order.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
Characters get one standard action and one move action during their turn.  They may gain additional actions from spending exploits or advantage, activating traits, or from stances.  Some combat actions can also be taken as part of a move action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character can spend exploits on their own turn, and can spend them on another character’s turn if they have a trait or stance that allows it (such as being in defensive stance).&lt;br /&gt;
Attacking consumes a characters action.  An attack roll is made against an Accuracy Challenge.  The basic accuracy challenge is 10, however this may be adjusted up or down depending on the nature of the target.  Being larger is a definite advantage in close combat, but less so in ranged combat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Challenge==&lt;br /&gt;
::10: Base human value&lt;br /&gt;
::+5: Additional range increment&lt;br /&gt;
::-5: Point blank range&lt;br /&gt;
::+2: Target Moving&lt;br /&gt;
::+5: Target Sprinting/Shooter Moving&lt;br /&gt;
::+10: Shooter Sprinting&lt;br /&gt;
::+2: Light cover&lt;br /&gt;
::+4: Half Cover (1 hit location)&lt;br /&gt;
::+6: Full Cover (1-2 hit location)&lt;br /&gt;
::+10: Loophole (1-4 hit location&lt;br /&gt;
::+2: Poor Visibility&lt;br /&gt;
::+5: Very Poor Visibility&lt;br /&gt;
&lt;br /&gt;
==Cover==&lt;br /&gt;
&lt;br /&gt;
If a character is near cover they can elect to remain fully behind it.  This prevents them from conducting ranged attacks in the direction blocked by the cover, but also prevents them from being hit by ranged attacks in turn (unless these can physically penetrate their cover).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On their turn a character can pop or lean out from cover as a move action, or can move back into it.  Shooting from cover will usually allow a character to maintain the Full Cover bonus, with only head, upper chest and arms exposed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&lt;br /&gt;
When inflicting damage, the attacker rolls for hit location, amount of damage dealt, and then any wounds inflicted.  The defender may roll saving throws, or other defensive abilities.&lt;br /&gt;
&lt;br /&gt;
==Hit Location==&lt;br /&gt;
&lt;br /&gt;
For characters, hit location is rolled on 1d6.  The higher numbers represent harder to hit locations.  There are several different hit location tables depending on the weapon used and the combat situation&lt;br /&gt;
Ranged Attack&lt;br /&gt;
::1-3: Torso&lt;br /&gt;
::4: Legs&lt;br /&gt;
::5: Arms&lt;br /&gt;
::6: Head&lt;br /&gt;
&lt;br /&gt;
Close Combat Attack&lt;br /&gt;
::1-2: Arms&lt;br /&gt;
::3: Legs&lt;br /&gt;
::4-5: Torso&lt;br /&gt;
::6: Head&lt;br /&gt;
&lt;br /&gt;
After rolling for hit location an attacker can choose to strike a location lower on the table than the one they rolled.  If cover would render it impossible to hit any location then the attack hits that cover and unless it is able to penetrate, does no damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An attacker can also attempt a “called shot” after making their attack but before rolling for hit location.  Doing this allows them to spend 2 Advantage to add a +1 to the hit location roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
Characters gain Physical Stress in combat, but unless this stress also results in wounds its effects are short lived.  PS resets at the end of the current combat, once all combatants are no longer rolling initiative.  Wounds however do not reset, and must be healed with time and/or medical assistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several ways of inflicting a wound; capping a Health Level, damage wound effects, and special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a character takes more damage than the PS of their current health level they have the option to “cap” the damage.  Capping the damage means they will suffer no additional damage after the last PS in their current HL is filled.  However, capping damage means they will suffer a wound in return.  This wound is based on the wound effects of the damage they capped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When damage using d6 is rolled, every result of a “6” results in a wound.  When damage is rolled using a d10, the attack automatically inflicts a wound, based on the attack’s effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wounds are either Light, Serious, or Mortal.  A light wound will heal on its own without treatment, a serious wound requires medical attention, and a Mortal wound will be fatal without medical attention.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of a battle the number of wounds a character is suffering is tallied and a d10 is rolled.  Depending on the number, one of the wounds the character is suffering from will be turned into a Light, Serious, or Mortal wound.  If a 10 is rolled, then another wound roll is made based on another wound the character is suffering from.  The selection of which wound a character suffers from is based on which inflicted the most damage to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::1-5: No lingering wound&lt;br /&gt;
::6-10: Light Wound (1/2 effect)&lt;br /&gt;
::11-15: Serious Wound&lt;br /&gt;
::16+: Mortal wound&lt;br /&gt;
&lt;br /&gt;
This roll can be reduced with a Zero Threshold Intellect + medical roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a wound is not removed at the end of a battle it is lingering.  The effects of lingering wounds can be reduced, or even completely suppressed with medical treatment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage and Wound Types==&lt;br /&gt;
&lt;br /&gt;
Pain (all other wound types also inflict pain)&amp;lt;br&amp;gt;&lt;br /&gt;
-1 to all rolls (can be overridden with exploits/rolls/medical assistance)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Piercing/Penetrating&amp;lt;br&amp;gt;&lt;br /&gt;
-1 to maximum PS for each HL (count double for lingering effects, head hits are Stressful/Critical)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Burning&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 extra PS damage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shock/Slashing&amp;lt;br&amp;gt;&lt;br /&gt;
-1 Exploit (WP for head, Adrenaline for Torso and legs, Senses for arms)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etheric&amp;lt;br&amp;gt;&lt;br /&gt;
-2 to Aura, or -1 to Core Aether if no Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traumatic/Stunned&amp;lt;br&amp;gt;&lt;br /&gt;
-1 turn, permanently lose health levels if lingering&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour Effects==&lt;br /&gt;
&lt;br /&gt;
Armour Piercing adds a multiplier to the damage dice.  The value of the armour is then subtracted from the multiplied result.  If the value exceeds that of the armour then the result from the damage dice without the multiplier is applied to the person or object inside the armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armour Negating weapons ignore armour up to a certain value, unless certain conditions are met which cancel the negating effect.  After the armour negating effect is applied, any leftover armour value subtracts from the result of the damage die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Normal weapons simply roll the damage dice and then subtract the armour value, applying any remainder to the target beneath the armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ranged Combat==&lt;br /&gt;
Personal ranged combat is primarily conducted with firearms and is extremely lethal.  Gunfire is difficult to dodge, characters caught in the open are extremely vulnerable, and much of a gunfight involves fighting from cover, or attempting to flank around enemy cover.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged combat naturally builds advantage from aiming, from engaging targets without cover, and from certain stance bonusses (like Overwatch), and from ammunition exploit expenditures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ranged Combat Stances===&lt;br /&gt;
Ranged combat has three basic stances – Overwatch, Snapshooting and ready.  Stances are selected at the start of a character’s combat action.  Once declared a stance persists over subsequent turns and rounds until it changes.  Certain special abilities allow a character to change stances before, during or after their turn.  Certain actions (by the character or an opponent) can also take an opponent out of a stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch&#039;&#039;&#039; stance adds any gained advantage to accuracy.  A character in overwatch must declare a 180 degree arc and is prepared to engage any enemy in that arc.  After their turn is over, they may take an action in any subsequent turn as an interrupt.  They may spend 1 Focus to gain an interrupt attack ahead of any enemy move or combat action.  Overwatch stance persists until the character ends it by adopting another stance, evading or moving.  If a character remains in overwatch at the end of a round they gain 2 advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snapshooting&#039;&#039;&#039; adds any gained advantage to initiative and ranged AC.  A character who is snapshooting can maintain the stance while moving.  The dodge threshold for a character who is snapshooting is lowered by 1.  If a character in Snapshooting stance fires on another charcter’s turn they can spend an Adrenaline exploit at the end of the turn to take a move action.  Hitting the Deck will still remove the snapshooting stance.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Ready&#039;&#039;&#039; is the basic firearms stance and adds any gained advantage to accuracy.  It can be maintained while conducting a normal move action but not while running.  A character who reloads their weapon will enter the ready stance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat Actions===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodge&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an interrupt a character can perform a Dodge using Physique + Athletics.  Dodging is a Zero Threshold 5 defensive action, with each success adding +1 to a character’s AC.  Dodging costs one action.  Heroes can declare their dodge after their opponent has made the attack roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Characters with ranged weapons and going on ranged initiative dodge close combat attacks at Threshold 3.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reload&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reloading refreshes the ammo exploit counter of a weapon and can be done as part of a move action.  Reloading will reset a character’s combat advantage to 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aiming is one of the primary means of gaining advantage.  An aim is made as a combat action and is a roll to hit, at a threshold of 5.  For each threshold success the character gains 1 advantage.  Weapons can only be aimed once unless they have targeting aids that allow for multiple turns of aiming.  Some weapons also have aids that reduce the threshold for aiming. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit the Deck&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an interrupt, once a turn a character can Hit the Deck, gaining an +5 to AC against ranged combat attacks for the remainder of the current combat turn.  This can be done in conjunction with a dodge and/or can be used to move into full cover.  Hitting the Deck does not take an action, but costs a character all their advantage.  As with a dodge, Heroes can declare this action after their opponent has rolled to hit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammunition Exploits===&lt;br /&gt;
Expending ammunition is one of the main methods for firearms users to conduct special moves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A character with can spend one ammunition to fire two shots in rapid succession.  Calculation against AC for the first shot is done normally, while the second is calculated on a Limited Threshold of 5 + Weapon Recoil (x1).  Evasive actions can still cause the second shot to miss, even if they cannot avoid the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A burst is a special kind of double tap only available to automatic weapons.  The character can expend multiple points of ammunition, to increase the Limited Threshold by 1 per ammunition expended, potentially scoring three or more hits in a single attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rapid Fire spends ammunition for a +2 Edge bonus which is added to the hit roll.  Fully automatic weapons can spend multiple points of ammunition in this manner up to their rate or until they run out, but they only gain +1 Edge per advantage spent.  This can be combined with other maneuvers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sustained Fire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sustained fire is conducted to hit all targets in a designated area, and can only be conducted with fully automatic weapons, or through the coordination of multiple shooters.  For two points of ammunition a fully automatic weapon can put sustained fire over one 5m area for the rest of the round.  A roll to hit can be made against all targets moving through that area, subtracting the weapons recoil from the hit roll.  Multiple points of ammunition can be spent to expend this target area, but it must be contiguous and cannot exceed 20m long.  Larger automatic weapons can affect larger areas.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Advantage Special Maneuvers===&lt;br /&gt;
2 Advantage – &#039;&#039;&#039;Kill Shot&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After rolling to hit but before rolling damage, a character can choose to spend 2 or more advantage to increase the damage dealt.  An additional 1d6 damage is added for every 4 damage dice, so a weapon with 1-4 damage die would add 1d6, while one with 5-8 would add 2d6, and so on.  The special maneuver can be activated multiple times on the same damage roll.  Note that these additional damage dice are only added once.  Additional shots, such as those gained from double tap or burst, will not benefit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
10 Advantage - &#039;&#039;&#039;Kill Zone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When making a Sustained Fire attack the character can expend 10 advantage and all remaining ammunition to strike an area encompassing the theoretical maximum targetable area of their weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Combat&amp;diff=66870</id>
		<title>AI:L Combat</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Combat&amp;diff=66870"/>
		<updated>2019-03-03T04:56:57Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Ascension Isle: Legacy]]&lt;br /&gt;
&lt;br /&gt;
Character Level Combat Rules, version 0.50 (2019/02/03)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Definitions==&lt;br /&gt;
&lt;br /&gt;
Round – a cycle of combat during which combatants take a turn&amp;lt;br&amp;gt;&lt;br /&gt;
Turn – the point of a round where a character takes their actions&amp;lt;br&amp;gt;&lt;br /&gt;
Challenge Target – the number a roll must meet or exceed for success&amp;lt;br&amp;gt;&lt;br /&gt;
Threshold – The amount a roll must exceed the Challenge Target by for additional benefits, written as “Threshold #”.  The default is 5, and is the threshold if no number is stated.&amp;lt;br&amp;gt;&lt;br /&gt;
Zero Threshold – A Threshold roll starting from a Target of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Limited Threshold – A Threshold roll that only provides its benefits once (default) or a limited number of times, as stated in the Threshold rules (example: Limited Threshold 5 (x2) for a bonus that can be applied only twice).&amp;lt;br&amp;gt;&lt;br /&gt;
Advantage – A pool of bonuses that can be added to various rolls or spent to perform special actions&amp;lt;br&amp;gt;&lt;br /&gt;
Edge – A limited kind of advantage that can only be used on a single action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Initiative==&lt;br /&gt;
&lt;br /&gt;
Initiative is rolled at the start of each combat round.&amp;lt;br&amp;gt;&lt;br /&gt;
The Stats and Skill rolled for initiative depend on the category of action a character intends to take.&amp;lt;br&amp;gt;&lt;br /&gt;
::Physique + Athletics – close combat actions and other actions using Physique.&lt;br /&gt;
::Senses + Alertness – ranged combat actions and other actions using Senses.&lt;br /&gt;
::Intellect + Concentration – technical or social actions, including conversation and Thaumatech, and other actions using Intellect.&lt;br /&gt;
::Core Aether + Aether Channel – Etheric actions, including Willwork and Sorcery, and other actions using Core Aether &lt;br /&gt;
&lt;br /&gt;
A character can change their category of action after their initiative roll, but it costs 1 Exploit of the target action category, and costs all their current advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character who beats every other Initiative roll made in a combat by a Limited Threshold of 5 gains 1 Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapons can add situational bonuses to initiative.  Ranged weapons can take interrupt actions against melee attacks, regardless of initiative order.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
Characters get one standard action and one move action during their turn.  They may gain additional actions from spending exploits or advantage, activating traits, or from stances.  Some combat actions can also be taken as part of a move action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character can spend exploits on their own turn, and can spend them on another character’s turn if they have a trait or stance that allows it (such as being in defensive stance).&lt;br /&gt;
Attacking consumes a characters action.  An attack roll is made against an Accuracy Challenge.  The basic accuracy challenge is 10, however this may be adjusted up or down depending on the nature of the target.  Being larger is a definite advantage in close combat, but less so in ranged combat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Challenge==&lt;br /&gt;
::10: Base human value&lt;br /&gt;
::+5: Additional range increment&lt;br /&gt;
::-5: Point blank range&lt;br /&gt;
::+2: Target Moving&lt;br /&gt;
::+5: Target Sprinting/Shooter Moving&lt;br /&gt;
::+10: Shooter Sprinting&lt;br /&gt;
::+2: Light cover&lt;br /&gt;
::+4: Half Cover (1 hit location)&lt;br /&gt;
::+6: Full Cover (1-2 hit location)&lt;br /&gt;
::+10: Loophole (1-4 hit location&lt;br /&gt;
::+2: Poor Visibility&lt;br /&gt;
::+5: Very Poor Visibility&lt;br /&gt;
&lt;br /&gt;
==Cover==&lt;br /&gt;
&lt;br /&gt;
If a character is near cover they can elect to remain fully behind it.  This prevents them from conducting ranged attacks in the direction blocked by the cover, but also prevents them from being hit by ranged attacks in turn (unless these can physically penetrate their cover).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On their turn a character can pop or lean out from cover as a move action, or can move back into it.  Shooting from cover will usually allow a character to maintain the Full Cover bonus, with only head, upper chest and arms exposed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&lt;br /&gt;
When inflicting damage, the attacker rolls for hit location, amount of damage dealt, and then any wounds inflicted.  The defender may roll saving throws, or other defensive abilities.&lt;br /&gt;
&lt;br /&gt;
==Hit Location==&lt;br /&gt;
&lt;br /&gt;
For characters, hit location is rolled on 1d6.  The higher numbers represent harder to hit locations.  There are several different hit location tables depending on the weapon used and the combat situation&lt;br /&gt;
Ranged Attack&lt;br /&gt;
::1-3: Torso&lt;br /&gt;
::4: Legs&lt;br /&gt;
::5: Arms&lt;br /&gt;
::6: Head&lt;br /&gt;
&lt;br /&gt;
Close Combat Attack&lt;br /&gt;
::1-2: Arms&lt;br /&gt;
::3: Legs&lt;br /&gt;
::4-5: Torso&lt;br /&gt;
::6: Head&lt;br /&gt;
&lt;br /&gt;
After rolling for hit location an attacker can choose to strike a location lower on the table than the one they rolled.  If cover would render it impossible to hit any location then the attack hits that cover and unless it is able to penetrate, does no damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An attacker can also attempt a “called shot” after making their attack but before rolling for hit location.  Doing this allows them to spend 2 Advantage to add a +1 to the hit location roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
Characters gain Physical Stress in combat, but unless this stress also results in wounds its effects are short lived.  PS resets at the end of the current combat, once all combatants are no longer rolling initiative.  Wounds however do not reset, and must be healed with time and/or medical assistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several ways of inflicting a wound; capping a Health Level, damage wound effects, and special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a character takes more damage than the PS of their current health level they have the option to “cap” the damage.  Capping the damage means they will suffer no additional damage after the last PS in their current HL is filled.  However, capping damage means they will suffer a wound in return.  This wound is based on the wound effects of the damage they capped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When damage using d6 is rolled, every result of a “6” results in a wound.  When damage is rolled using a d10, the attack automatically inflicts a wound, based on the attack’s effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wounds are either Light, Serious, or Mortal.  A light wound will heal on its own without treatment, a serious wound requires medical attention, and a Mortal wound will be fatal without medical attention.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of a battle the number of wounds a character is suffering is tallied and a d10 is rolled.  Depending on the number, one of the wounds the character is suffering from will be turned into a Light, Serious, or Mortal wound.  If a 10 is rolled, then another wound roll is made based on another wound the character is suffering from.  The selection of which wound a character suffers from is based on which inflicted the most damage to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::1-5: No lingering wound&lt;br /&gt;
::6-10: Light Wound (1/2 effect)&lt;br /&gt;
::11-15: Serious Wound&lt;br /&gt;
::16+: Mortal wound&lt;br /&gt;
&lt;br /&gt;
This roll can be reduced with a Zero Threshold Intellect + medical roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a wound is not removed at the end of a battle it is lingering.  The effects of lingering wounds can be reduced, or even completely suppressed with medical treatment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage and Wound Types==&lt;br /&gt;
&lt;br /&gt;
Pain (all other wound types also inflict pain)&amp;lt;br&amp;gt;&lt;br /&gt;
-1 to all rolls (can be overridden with exploits/rolls/medical assistance)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Piercing/Penetrating&amp;lt;br&amp;gt;&lt;br /&gt;
-1 to maximum PS for each HL (count double for lingering effects, head hits are Stressful/Critical)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Burning&amp;lt;br&amp;gt;&lt;br /&gt;
1d6 extra PS damage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shock/Slashing&amp;lt;br&amp;gt;&lt;br /&gt;
-1 Exploit (WP for head, Adrenaline for Torso and legs, Senses for arms)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etheric&amp;lt;br&amp;gt;&lt;br /&gt;
-2 to Aura, or -1 to Core Aether if no Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traumatic/Stunned&amp;lt;br&amp;gt;&lt;br /&gt;
-1 turn, permanently lose health levels if lingering&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour Effects==&lt;br /&gt;
&lt;br /&gt;
Armour Piercing adds a multiplier to the damage dice.  The value of the armour is then subtracted from the multiplied result.  If the value exceeds that of the armour then the result from the damage dice without the multiplier is applied to the person or object inside the armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armour Negating weapons ignore armour up to a certain value, unless certain conditions are met which cancel the negating effect.  After the armour negating effect is applied, any leftover armour value subtracts from the result of the damage die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Normal weapons simply roll the damage dice and then subtract the armour value, applying any remainder to the target beneath the armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ranged Combat==&lt;br /&gt;
Personal ranged combat is primarily conducted with firearms and is extremely lethal.  Gunfire is difficult to dodge, characters caught in the open are extremely vulnerable, and much of a gunfight involves fighting from cover, or attempting to flank around enemy cover.&lt;br /&gt;
Ranged combat naturally builds advantage from aiming, from engaging targets without cover, and from certain stance bonusses (like Overwatch), and from ammunition exploit expenditures.&lt;br /&gt;
Ranged Combat Stances&lt;br /&gt;
Ranged combat has three basic stances – Overwatch, Snapshooting and ready.  Stances are selected at the start of a character’s combat action.  Once declared a stance persists over subsequent turns and rounds until it changes.  Certain special abilities allow a character to change stances before, during or after their turn.  Certain actions (by the character or an opponent) can also take an opponent out of a stance.&lt;br /&gt;
Overwatch stance adds any gained advantage to accuracy.  A character in overwatch must declare a 180 degree arc and is prepared to engage any enemy in that arc.  After their turn is over, they may take an action in any subsequent turn as an interrupt.  They may spend 1 Focus to gain an interrupt attack ahead of any enemy move or combat action.  Overwatch stance persists until the character ends it by adopting another stance, evading or moving.  If a character remains in overwatch at the end of a round they gain 2 advantage.&lt;br /&gt;
Snapshooting adds any gained advantage to initiative and ranged AC.  A character who is snapshooting can maintain the stance while moving.  The dodge threshold for a character who is snapshooting is lowered by 1.  If a character in Snapshooting stance fires on another charcter’s turn they can spend an Adrenaline exploit at the end of the turn to take a move action.  Hitting the Deck will still remove the snapshooting stance. &lt;br /&gt;
Ready is the basic firearms stance and adds any gained advantage to accuracy.  It can be maintained while conducting a normal move action but not while running.  A character who reloads their weapon will enter the ready stance.&lt;br /&gt;
&lt;br /&gt;
Combat Actions&lt;br /&gt;
Dodge&lt;br /&gt;
As an interrupt a character can perform a Dodge using Physique + Athletics.  Dodging is a Zero Threshold 5 defensive action, with each success adding +1 to a character’s AC.  Dodging costs one action.  Heroes can declare their dodge after their opponent has made the attack roll.&lt;br /&gt;
Characters with ranged weapons and going on ranged initiative dodge close combat attacks at Threshold 3.&lt;br /&gt;
Reload&lt;br /&gt;
Reloading refreshes the ammo exploit counter of a weapon and can be done as part of a move action.  Reloading will reset a character’s combat advantage to 0.&lt;br /&gt;
Aim&lt;br /&gt;
Aiming is one of the primary means of gaining advantage.  An aim is made as a combat action and is a roll to hit, at a threshold of 5.  For each threshold success the character gains 1 advantage.  Weapons can only be aimed once unless they have targeting aids that allow for multiple turns of aiming.  Some weapons also have aids that reduce the threshold for aiming. &lt;br /&gt;
Hit the Deck&lt;br /&gt;
As an interrupt, once a turn a character can Hit the Deck, gaining an +5 to AC against ranged combat attacks for the remainder of the current combat turn.  This can be done in conjunction with a dodge and/or can be used to move into full cover.  Hitting the Deck does not take an action, but costs a character all their advantage.  As with a dodge, Heroes can declare this action after their opponent has rolled to hit.&lt;br /&gt;
Ammunition Exploits&lt;br /&gt;
Expending ammunition is one of the main methods for firearms users to build advantage and conduct special moves.&lt;br /&gt;
Double Tap&lt;br /&gt;
A character with can spend one ammunition to fire two shots in rapid succession.  Calculation against AC for the first shot is done normally, while the second is calculated on a Limited Threshold of 5 + Weapon Recoil (x1).  Evasive actions can still cause the second shot to miss, even if they cannot avoid the first.&lt;br /&gt;
Burst&lt;br /&gt;
A burst is a special kind of double tap only available to automatic weapons.  The character can expend multiple points of ammunition, to increase the Limited Threshold by 1 per ammunition expended, potentially scoring three or more hits in a single attack.&lt;br /&gt;
Rapid Fire&lt;br /&gt;
Rapid Fire spends ammunition for a +2 Edge bonus which is added to the hit roll.  Fully automatic weapons can spend multiple points of ammunition in this manner up to their rate or until they run out, but they only gain +1 Edge per advantage spent.  This can be combined with other maneuvers.&lt;br /&gt;
Sustained Fire&lt;br /&gt;
Sustained fire is conducted to hit all targets in a designated area, and can only be conducted with fully automatic weapons, or through the coordination of multiple shooters.  For two points of ammunition a fully automatic weapon can put sustained fire over one 5m area for the rest of the round.  A roll to hit can be made against all targets moving through that area, subtracting the weapons recoil from the hit roll.  Multiple points of ammunition can be spent to expend this target area, but it must be contiguous and cannot exceed 20m long.  Larger automatic weapons can affect larger areas.&lt;br /&gt;
Advantage Special Maneuvers&lt;br /&gt;
2 Advantage – Kill Shot&lt;br /&gt;
After rolling to hit but before rolling damage, a character can choose to spend 2 or more advantage to increase the damage dealt.  An additional 1d6 damage is added for every 4 damage dice, so a weapon with 1-4 damage die would add 1d6, while one with 5-8 would add 2d6, and so on.  The special maneuver can be activated multiple times on the same damage roll.  Note that these additional damage dice are only added once.  Additional shots, such as those gained from double tap or burst, will not benefit.&lt;br /&gt;
10 Advantage - Kill Zone&lt;br /&gt;
When making a Sustained Fire attack the character can expend 10 advantage and all remaining ammunition to strike an area encompassing the theoretical maximum targetable area of their weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Combat&amp;diff=66869</id>
		<title>AI:L Combat</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Combat&amp;diff=66869"/>
		<updated>2019-03-03T04:50:54Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Ascension Isle: Legacy]]&lt;br /&gt;
&lt;br /&gt;
Character Level Combat Rules, version 0.50 (2019/02/03)&lt;br /&gt;
&lt;br /&gt;
Definitions&lt;br /&gt;
&lt;br /&gt;
Round – a cycle of combat during which combatants take a turn&lt;br /&gt;
Turn – the point of a round where a character takes their actions&lt;br /&gt;
Challenge Target – the number a roll must meet or exceed for success&lt;br /&gt;
Threshold – The amount a roll must exceed the Challenge Target by for additional benefits, written as “Threshold #”.  The default is 5, and is the threshold if no number is stated.&lt;br /&gt;
Zero Threshold – A Threshold roll starting from a Target of 0.&lt;br /&gt;
Limited Threshold – A Threshold roll that only provides its benefits once (default) or a limited number of times, as stated in the Threshold rules (example: Limited Threshold 5 (x2) for a bonus that can be applied only twice).&lt;br /&gt;
Advantage – A pool of bonuses that can be added to various rolls or spent to perform special actions&lt;br /&gt;
Edge – A limited kind of advantage that can only be used on a single action.&lt;br /&gt;
Initiative&lt;br /&gt;
&lt;br /&gt;
Initiative is rolled at the start of each combat round.&lt;br /&gt;
The Stats and Skill rolled for initiative depend on the category of action a character intends to take.&lt;br /&gt;
•	Physique + Athletics – close combat actions and other actions using Physique.&lt;br /&gt;
•	Senses + Alertness – ranged combat actions and other actions using Senses.&lt;br /&gt;
•	Intellect + Concentration – technical or social actions, including conversation and Thaumatech, and other actions using Intellect.&lt;br /&gt;
•	Core Aether + Aether Channel – Etheric actions, including Willwork and Sorcery, and other actions using Core Aether &lt;br /&gt;
A character can change their category of action after their initiative roll, but it costs 1 Exploit of the target action category, and costs all their current advantage.&lt;br /&gt;
A character who beats every other Initiative roll made in a combat by a Limited Threshold of 5 gains 1 Advantage.&lt;br /&gt;
Weapons can add situational bonusses to initiative.  Ranged weapons can take interrupt actions against melee attacks, regardless of initiative order.&lt;br /&gt;
Actions&lt;br /&gt;
Characters get one standard action and one move action during their turn.  They may gain additional actions from spending exploits or advantage, activating traits, or from stances.  Some combat actions can also be taken as part of a move action.&lt;br /&gt;
A character can spend exploits on their own turn, and can spend them on another character’s turn if they have a trait or stance that allows it (such as being in defensive stance).&lt;br /&gt;
Attacking consumes a characters action.  An attack roll is made against an Accuracy Challenge.  The basic accuracy challenge is 10, however this may be adjusted up or down depending on the nature of the target.  Being larger is a definite advantage in close combat, but less so in ranged combat.&lt;br /&gt;
Accuracy Challenge&lt;br /&gt;
	10: Base human value&lt;br /&gt;
	+5: Additional range increment&lt;br /&gt;
	-5: Point blank range&lt;br /&gt;
	+2: Target Moving&lt;br /&gt;
	+5: Target Sprinting/Shooter Moving&lt;br /&gt;
	+10: Shooter Sprinting&lt;br /&gt;
	+2: Light cover&lt;br /&gt;
	+4: Half Cover (1 hit location)&lt;br /&gt;
	+6: Full Cover (1-2 hit location)&lt;br /&gt;
	+10: Loophole (1-4 hit location&lt;br /&gt;
	+2: Poor Visibility&lt;br /&gt;
	+5: Very Poor Visibility&lt;br /&gt;
Cover&lt;br /&gt;
If a character is near cover they can elect to remain fully behind it.  This prevents them from conducting ranged attacks in the direction blocked by the cover, but also prevents them from being hit by ranged attacks in turn (unless these can physically penetrate their cover).&lt;br /&gt;
On their turn a character can pop or lean out from cover as a move action, or can move back into it.  Shooting from cover will usually allow a character to maintain the Full Cover bonus, with only head, upper chest and arms exposed.&lt;br /&gt;
Damage&lt;br /&gt;
&lt;br /&gt;
When inflicting damage, the attacker rolls for hit location, amount of damage dealt, and then any wounds inflicted.  The defender may roll saving throws, or other defensive abilities.&lt;br /&gt;
&lt;br /&gt;
Hit Location&lt;br /&gt;
&lt;br /&gt;
For characters, hit location is rolled on 1d6.  The higher numbers represent harder to hit locations.  There are several different hit location tables depending on the weapon used and the combat situation&lt;br /&gt;
Ranged Attack&lt;br /&gt;
•	1-3: Torso&lt;br /&gt;
•	4: Legs&lt;br /&gt;
•	5: Arms&lt;br /&gt;
•	6: Head&lt;br /&gt;
Close Combat Attack&lt;br /&gt;
•	1-2: Arms&lt;br /&gt;
•	3: Legs&lt;br /&gt;
•	4-5: Torso&lt;br /&gt;
•	6: Head&lt;br /&gt;
&lt;br /&gt;
After rolling for hit location an attacker can choose to strike a location lower on the table than the one they rolled.  If cover would render it impossible to hit any location then the attack hits that cover and unless it is able to penetrate, does no damage.&lt;br /&gt;
An attacker can also attempt a “called shot” after making their attack but before rolling for hit location.  Doing this allows them to spend 2 Advantage to add a +1 to the hit location roll.&lt;br /&gt;
Wounds&lt;br /&gt;
&lt;br /&gt;
Characters gain Physical Stress in combat, but unless this stress also results in wounds its effects are short lived.  PS resets at the end of the current combat, once all combatants are no longer rolling initiative.  Wounds however do not reset, and must be healed with time and/or medical assistance.&lt;br /&gt;
There are several ways of inflicting a wound; capping a Health Level, damage wound effects, and special attacks.&lt;br /&gt;
When a character takes more damage than the PS of their current health level they have the option to “cap” the damage.  Capping the damage means they will suffer no additional damage after the last PS in their current HL is filled.  However, capping damage means they will suffer a wound in return.  This wound is based on the wound effects of the damage they capped.&lt;br /&gt;
When damage using d6 is rolled, every result of a “6” results in a wound.  When damage is rolled using a d10, the attack automatically inflicts a wound, based on the attack’s effects&lt;br /&gt;
Wounds are either Light, Serious, or Mortal.  A light wound will heal on its own without treatment, a serious wound requires medical attention, and a Mortal wound will be fatal without medical attention.&lt;br /&gt;
At the end of a battle the number of wounds a character is suffering is tallied and a d10 is rolled.  Depending on the number, one of the wounds the character is suffering from will be turned into a Light, Serious, or Mortal wound.  If a 10 is rolled, then another wound roll is made based on another wound the character is suffering from.  The selection of which wound a character suffers from is based on which inflicted the most damage to them.&lt;br /&gt;
1-5: No lingering wound&lt;br /&gt;
6-10: Light Wound (1/2 effect)&lt;br /&gt;
11-15: Serious Wound&lt;br /&gt;
16+: Mortal wound&lt;br /&gt;
This roll can be reduced with a Zero Threshold Intellect + medical roll.&lt;br /&gt;
If a wound is not removed at the end of a battle it is lingering.  The effects of lingering wounds can be reduced, or even completely suppressed with medical treatment.&lt;br /&gt;
Damage and Wound Types&lt;br /&gt;
&lt;br /&gt;
Pain (all other wound types also inflict pain)&lt;br /&gt;
-1 to all rolls (can be overridden with exploits/rolls/medical assistance)&lt;br /&gt;
Piercing/Penetrating&lt;br /&gt;
-1 to maximum PS for each HL (count double for lingering effects, head hits are Stressful/Critical)&lt;br /&gt;
Burning&lt;br /&gt;
1d6 extra PS damage&lt;br /&gt;
Shock/Slashing&lt;br /&gt;
-1 Exploit (WP for head, Adrenaline for Torso and legs, Senses for arms)&lt;br /&gt;
Etheric&lt;br /&gt;
-2 to Aura, or -1 to Core Aether if no Aura&lt;br /&gt;
Traumatic/Stunned&lt;br /&gt;
-1 turn, permanently lose health levels if lingering&lt;br /&gt;
Armour Effects&lt;br /&gt;
&lt;br /&gt;
Armour Piercing adds a multiplier to the damage dice.  The value of the armour is then subtracted from the multiplied result.  If the value exceeds that of the armour then the result from the damage dice without the multiplier is applied to the person or object inside the armour.&lt;br /&gt;
Armour Negating weapons ignore armour up to a certain value, unless certain conditions are met which cancel the negating effect.  After the armour negating effect is applied, any leftover armour value subtracts from the result of the damage die.&lt;br /&gt;
Normal weapons simply roll the damage dice and then subtract the armour value, applying any remainder to the target beneath the armour.&lt;br /&gt;
&lt;br /&gt;
Ranged Combat&lt;br /&gt;
Personal ranged combat is primarily conducted with firearms and is extremely lethal.  Gunfire is difficult to dodge, characters caught in the open are extremely vulnerable, and much of a gunfight involves fighting from cover, or attempting to flank around enemy cover.&lt;br /&gt;
Ranged combat naturally builds advantage from aiming, from engaging targets without cover, and from certain stance bonusses (like Overwatch), and from ammunition exploit expenditures.&lt;br /&gt;
Ranged Combat Stances&lt;br /&gt;
Ranged combat has three basic stances – Overwatch, Snapshooting and ready.  Stances are selected at the start of a character’s combat action.  Once declared a stance persists over subsequent turns and rounds until it changes.  Certain special abilities allow a character to change stances before, during or after their turn.  Certain actions (by the character or an opponent) can also take an opponent out of a stance.&lt;br /&gt;
Overwatch stance adds any gained advantage to accuracy.  A character in overwatch must declare a 180 degree arc and is prepared to engage any enemy in that arc.  After their turn is over, they may take an action in any subsequent turn as an interrupt.  They may spend 1 Focus to gain an interrupt attack ahead of any enemy move or combat action.  Overwatch stance persists until the character ends it by adopting another stance, evading or moving.  If a character remains in overwatch at the end of a round they gain 2 advantage.&lt;br /&gt;
Snapshooting adds any gained advantage to initiative and ranged AC.  A character who is snapshooting can maintain the stance while moving.  The dodge threshold for a character who is snapshooting is lowered by 1.  If a character in Snapshooting stance fires on another charcter’s turn they can spend an Adrenaline exploit at the end of the turn to take a move action.  Hitting the Deck will still remove the snapshooting stance. &lt;br /&gt;
Ready is the basic firearms stance and adds any gained advantage to accuracy.  It can be maintained while conducting a normal move action but not while running.  A character who reloads their weapon will enter the ready stance.&lt;br /&gt;
&lt;br /&gt;
Combat Actions&lt;br /&gt;
Dodge&lt;br /&gt;
As an interrupt a character can perform a Dodge using Physique + Athletics.  Dodging is a Zero Threshold 5 defensive action, with each success adding +1 to a character’s AC.  Dodging costs one action.  Heroes can declare their dodge after their opponent has made the attack roll.&lt;br /&gt;
Characters with ranged weapons and going on ranged initiative dodge close combat attacks at Threshold 3.&lt;br /&gt;
Reload&lt;br /&gt;
Reloading refreshes the ammo exploit counter of a weapon and can be done as part of a move action.  Reloading will reset a character’s combat advantage to 0.&lt;br /&gt;
Aim&lt;br /&gt;
Aiming is one of the primary means of gaining advantage.  An aim is made as a combat action and is a roll to hit, at a threshold of 5.  For each threshold success the character gains 1 advantage.  Weapons can only be aimed once unless they have targeting aids that allow for multiple turns of aiming.  Some weapons also have aids that reduce the threshold for aiming. &lt;br /&gt;
Hit the Deck&lt;br /&gt;
As an interrupt, once a turn a character can Hit the Deck, gaining an +5 to AC against ranged combat attacks for the remainder of the current combat turn.  This can be done in conjunction with a dodge and/or can be used to move into full cover.  Hitting the Deck does not take an action, but costs a character all their advantage.  As with a dodge, Heroes can declare this action after their opponent has rolled to hit.&lt;br /&gt;
Ammunition Exploits&lt;br /&gt;
Expending ammunition is one of the main methods for firearms users to build advantage and conduct special moves.&lt;br /&gt;
Double Tap&lt;br /&gt;
A character with can spend one ammunition to fire two shots in rapid succession.  Calculation against AC for the first shot is done normally, while the second is calculated on a Limited Threshold of 5 + Weapon Recoil (x1).  Evasive actions can still cause the second shot to miss, even if they cannot avoid the first.&lt;br /&gt;
Burst&lt;br /&gt;
A burst is a special kind of double tap only available to automatic weapons.  The character can expend multiple points of ammunition, to increase the Limited Threshold by 1 per ammunition expended, potentially scoring three or more hits in a single attack.&lt;br /&gt;
Rapid Fire&lt;br /&gt;
Rapid Fire spends ammunition for a +2 Edge bonus which is added to the hit roll.  Fully automatic weapons can spend multiple points of ammunition in this manner up to their rate or until they run out, but they only gain +1 Edge per advantage spent.  This can be combined with other maneuvers.&lt;br /&gt;
Sustained Fire&lt;br /&gt;
Sustained fire is conducted to hit all targets in a designated area, and can only be conducted with fully automatic weapons, or through the coordination of multiple shooters.  For two points of ammunition a fully automatic weapon can put sustained fire over one 5m area for the rest of the round.  A roll to hit can be made against all targets moving through that area, subtracting the weapons recoil from the hit roll.  Multiple points of ammunition can be spent to expend this target area, but it must be contiguous and cannot exceed 20m long.  Larger automatic weapons can affect larger areas.&lt;br /&gt;
Advantage Special Maneuvers&lt;br /&gt;
2 Advantage – Kill Shot&lt;br /&gt;
After rolling to hit but before rolling damage, a character can choose to spend 2 or more advantage to increase the damage dealt.  An additional 1d6 damage is added for every 4 damage dice, so a weapon with 1-4 damage die would add 1d6, while one with 5-8 would add 2d6, and so on.  The special maneuver can be activated multiple times on the same damage roll.  Note that these additional damage dice are only added once.  Additional shots, such as those gained from double tap or burst, will not benefit.&lt;br /&gt;
10 Advantage - Kill Zone&lt;br /&gt;
When making a Sustained Fire attack the character can expend 10 advantage and all remaining ammunition to strike an area encompassing the theoretical maximum targetable area of their weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Seraphim_Heartbreaker&amp;diff=66865</id>
		<title>Seraphim Heartbreaker</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Seraphim_Heartbreaker&amp;diff=66865"/>
		<updated>2019-03-01T00:02:16Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Seraphim Heartbreaker&#039;&#039;&#039; (Large 12m tall, 40 tons) 300 Armour &amp;lt;br&amp;gt;&lt;br /&gt;
Mobility profile: 2/1/4 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Large Base Structure – 10 SP per component.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legs: A:55&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Head: A:40&amp;lt;br&amp;gt;&lt;br /&gt;
Actuator: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Optics: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Rotary Cannon: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Sensor Cluster: 1 (Long Range Psyrex, Teletex, Geodetic Aspex)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Right Arm (Primary/Support): A:75&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Plasma Sword: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Energy Shield: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-Form: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Left Arm (Primary/Support): A:75&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Megabeam: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Energy Shield: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-Form: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Front Torso: A:60, S:+5 per component (Psymak Core on critical)&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-form: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Cockpit: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rear Torso: A:45&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 2&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Background&amp;diff=66864</id>
		<title>AI:L Background</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Background&amp;diff=66864"/>
		<updated>2019-02-28T23:43:14Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Terms of Arth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Ascension Isle: Legacy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Under Development&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Map of Arth.jpg|600px|thumb|right|Map of Arth&amp;lt;br&amp;gt;&lt;br /&gt;
[https://swiki.fancruft.com/images/7/7f/Map_of_Arth.jpg Full Size Download] ]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magic was discovered about a thousand years ago in roughly simultaneous events on the continents of Jibril, Rafaela and Heylel (called Zenith by the locals).  Magic, called Prana by the Zenith, and Praxis by the Jibrilites, is driven by an energy called Ether pulled from another universe across from our own, and particularly attracted to the energy of life and thought.  Initial magical spells were simple, limited as they were by the ability of the users to mentally conceive the uses of this energy and control their application.  In those days magic mainly took the form of additional physical prowess or the basic induction of excess energy into other objects, usually with destructive effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Approximately 700 years ago Jibrilite thaumaturges discovered that certain materials could be used to contain and channel Praxis before its ultimate discharge.  This allowed the thaumaturge to craft vastly more precise and complex spells (called Cyclos, or circuits) by first crafting into a physical item pathways the Ether would follow, before finally being given form.  Magical ability exploded, and with it scientific and technological advancement.  At the time, the technology level was about equivalent to Earth&#039;s 15th century, but it now aided by their Praxis it began to advance in leaps and bounds.  At first the many kingdoms of Jibril warred upon themselves, but soon they began to look further afield, to continents they had only irregularly visited before (due to the electromagnetic effects of Ether, the compass does not work on Arth, limiting - although not preventing - long range navigation).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was this expansion that brought the Jibrilites into conflict with the race known as the Xaro.  Living on the continent of Mikaela, The Xaro had never developed any serious magical ability, although their technology was said to rival any in the world.  Most of the history of the Xaro is now lost, however it seems they were an insular and secretive race.  Jibrilite records describe them as a stunted and twisted race with dark skin and glowing eyes, although the veracity of these is questioned by Zenith scholars.  In any event, the Xaro resisted the Jibrilite move into Mikaela, aided by their ability to control several of the less advanced non-human races, and a long and brutal series of wars followed, during which the Xaro were exterminated, and other non-human species including the goblins and ogres were reduced to slavery.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Seeing the advance of the Jibrilites across the continents of Mikaela and Rafaela, the nations of Zenith realized that they could soon be next.  Although Zenith had a substantial human population, it also had several non human races to which the Jibrilites had already shown great hostility.  The Jibrilite thaumaturges jealously guarded the secrets of the etheric circuit, but the sorcerers of the Zenith found another means to channel their power.  The Zenith had for some time realized that the universe from which Ether came was not, in fact, as the Jibrilites assumed, a formless void.  It was instead a shadow universe which they called the Locus, and populated by its own denizens.  At the appropriate time when Arth was aligned with the hidden worlds of the Locus, the Zenith enticed several of these beings, alternately known as Demons, Deva or Dragons, across the Veil between worlds, and fixed the greatest of them to human souls.  This gave the new Dragonsouled or Zohaka power over the Ether comparable to that of the Jibrilite Thuamaturges.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A series of wars followed between the Jibrilites and the Zenith, escalating in ferocity over a period of about a century, until both sides realized nothing further could be gained by conflict, and the Confederacy of Jibrilite kingdoms, and the Dragon Empire of Zenith declared a truce and entered a long cold war.  By then technology had reached a level roughly comparable to that of the modern day. . . and then it stopped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the wars were winding down, the Zohaka, who had set themselves up as the hereditary god kings of the Zenith, unlocked the power of immortality.  To gain peace they shared this with their most powerful Jibrilite opponents, who also used it to set themselves up as immortal rulers - the angelic &amp;quot;Chosen.&amp;quot;  The world&#039;s new ruling super-humans decided that it would be in everyone&#039;s best interest to limit the spread of this power, and for the next 500 years Arth entered a period of relative stasis, divided in two between two rival super powers.  The Chosen decided to erase much of the historical knowledge of their citizens, instead indoctrinating them in the belief that their rulers were divine beings in fact, and creating an entire religion to worship them.  The Zenith were not so extreme, but the Dragonsouled still set themselves up as a heavenly mandated Imperial family.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All that ended with the &amp;quot;Silent War.&amp;quot;  It had been known for some time that while Ether was drawn to living beings, in some areas of the world if was drawn more strongly.  This effect had long been measurable, but otherwise of only modest significance.  Then, on the island of Saranavo, almost equidistant between the two superpowers, a massive ether font of unprecedented scale was discovered.  Where before nothing in the world had been worth conflict between its god kings, all of a sudden this was a prize worth fighting over.  Mediation failed, and war broke out, first between the Zenith and the Jibrilites, and then within a month among the Chosen and the Zohak princes themselves. From that point the war rapidly escalated. . . and then abruptly ended.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By now most of the Chosen lived in vast orbital palaces accessible only to themselves called the Ascended Isles.  The Zenith Zohaka had their own retreats hidden in bubble realms along the Veil.  Who struck first is no known, but over the course of a few hours the god kings of Arth began to attack each other&#039;s previously inviolate centers of power.  By the end of a day most of the world&#039;s former rulers were dead - the few survivors, fled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most citizens saw the war only as an endless shower of falling stars across the sky, as their ruler&#039;s vast orbital palaces exploded and burned up, leading to it&#039;s moniker, the &amp;quot;Silent War.&amp;quot;  The next day they found that much of their world had also fallen silent.  Without the power of the Chosen vast magical factories ground to a stop, power plants shut down, and the nations of Jibril began to fall apart.  In distant Zenith, although the social impact was less severe, the various provinces of the Empire now began to move toward civil war as disagreements long contained by the Imperial family began to erupt.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the world and the period in which this game is set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
50 years ago Zadkiel founded the Republic, 20 years ago he stepped away from it leaving humans to their own devices.  10 years ago he vanished.  5 years ago was the invasion of Eleutheria and the fall of the republic.&lt;br /&gt;
&lt;br /&gt;
==Background Fluff Images==&lt;br /&gt;
&lt;br /&gt;
Some images shamelessly stolen from Deviant Art to give an idea of the style of the game:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:City-of-the-Future-484.jpg|200px|thumb|right|Aldicore, island capital of the Divine Dominion of Coreven]]&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Marsel Slums.jpg|200px|thumb|right|Marsel City Slums, Coreve Mikealan Zone]]&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Glowing Gunship.jpg|200px|thumb|right|Coreve Herald-class Aerodyne Gunship]]&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Jibril Infantry.jpg|200px|thumb|right|Coreve Crusaders with Inquisitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Zenith Knight.jpg|200px|thumb|right|Zenith Knight with active Arclave]]&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Now At the End.jpg|200px|thumb|right|Last Stand against Autoclaires]]&lt;br /&gt;
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[[File:The Fall of Prion.jpg|200px|thumb|right|The Fall of Prion, bringing the Eluetherian Republic to an end]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Midgar-final-fantasy-vii-30916-1920x1080.jpg|200px|thumb|right|CZ Central, Formerly Prion City, capital of the Eleutherian Republic]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timekeeping==&lt;br /&gt;
&lt;br /&gt;
Jibril uses a calendar with 361 days to the year, with 11 months of 30 days, and one month of 31 days.  The months are divided into seven day weeks.  According the the (intentionally confusing) Jibril calendar it is the year 5 of the Age of Ascension. The previous age was the Age of Repentance, which lasted 148 years, and was itself preceded by the Age of Countenance, which lasted 76 years.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Game Date is Raguday, 25 Aries, 5AA, in the middle of one of the worst winters in living memory on the Mikealan Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Months&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::Aries&lt;br /&gt;
:::10 Aries - 0AA. - the fall of the Republic&lt;br /&gt;
::Taurus&lt;br /&gt;
::Gemini&lt;br /&gt;
::Cancer&lt;br /&gt;
::Leo&lt;br /&gt;
::Virgo&lt;br /&gt;
::Libra&lt;br /&gt;
:::25 Libra - 4AA. - the Silent War&lt;br /&gt;
::Scorpio&lt;br /&gt;
::Sagittarius&lt;br /&gt;
::Capricorn&lt;br /&gt;
::Aquarius&lt;br /&gt;
::Pisces (31 days)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Days of the Week&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::Gabrelday (Holy Day)&lt;br /&gt;
::Mikkelday (Rest Day)&lt;br /&gt;
::Raflesday (Toil Day)&lt;br /&gt;
::Anasday&lt;br /&gt;
::Simisday  (Midweek)&lt;br /&gt;
::Orisday&lt;br /&gt;
::Raguday  (Final Day)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zenith uses a different calendar of 12 Months of 30 days with one Interstice Day (although the month names are the same), and each month containing three weeks of 10 days each.  According to the Zenith Calendar the current year is 2998 Bandish Shinastra, or after the revelations of the prophet Shinastra.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terms of Arth==&lt;br /&gt;
&lt;br /&gt;
Below are is some general information on items, equipment and terms in the world of Arth:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archenium:&#039;&#039;&#039; A silver alloy capable of conducting and containing ether, and the basis for much of the Chosen&#039;s technology.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Autocar:&#039;&#039;&#039; A powered ground vehicle, commonly driven by Ambroline.  Due to supply shortages of etheric fuel, many Autocars have been modified into steam powered vehicles, and in Mikaela many old gasoline powered vehicles have seen a resurgence.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Construct:&#039;&#039;&#039; An artificial organism, often created from a fusion of mechanical parts and dead flesh.  Such constructs are more properly known as Cogmeks.  Fully living biological constructs are possible, and have been made in the past, however they are currently outlawed by the Empyrean Codex, and living constructs will be destroyed by Jibrilites if recognized as such.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Ether Geode:&#039;&#039;&#039; A small geomantic gem capable of collecting and storing etheric energy within.  Common components of etheric devices, they naturally form in small quantities, but most current geodes are artificially manufactured.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bloodstone:&#039;&#039;&#039; An etheric bacteria mixed in to construction materials to assist transmutation when living, and then resist further casual transmutation attempts once dead.  Attempting to transmute the material leads the bacteria to absorb the energy and then bleed out of the material as a dark liquid.  Extremely common in Jibrilite construction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Cities:&#039;&#039;&#039; The cities of the Chosen in Jibril, so named for their orderly reputation as well as the habit of some Chosen to regularly rearrange the city layout via mass transmutation effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Iron:&#039;&#039;&#039; Magically forged iron whose creation processes make it extremely resistant to further transmutation.  Cold Iron disrupts etheric effects, and is used in weapons and currency (called Aduli) in some parts of the Zenith Empire.  Elves have a distaste for cold iron and do not like to handle it.&lt;br /&gt;
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&#039;&#039;&#039;Obsidian:&#039;&#039;&#039; Commonly used construction material by mages and thaumatechs due to its resistance to transmutation.  Also colloquially used term for various types of pure silica extensively used by the Jibrilites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pol:&#039;&#039;&#039; A non-noble Jibrilite.  Although heavily involved in Noble affairs, following the hierarchical tenets of the Empyrean Codex, the Chosen very rarely directly involve themselves in the affairs of the Pols.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noble:&#039;&#039;&#039; The genetically engineered and eugenically bred members of the Jibrilite ruling class.  In particular, Jibrilite Nobles have a superior sensitivity to Ether.  The Jibrilite Nobility is used as the tools of the Chosen, while the Pols are the tools of the Nobility.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heirophant:&#039;&#039;&#039; Nobles specifically granted the right to direct communion with the Chosen.  This may be awarded to an entire house, in which case it will be called a &amp;quot;Heiro-House.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talent:&#039;&#039;&#039; The basic Jibrilite unit of currency.  Most Talents are stored etherically in voidbanks.  A physical talent is a small silver coin with trace amounts of inert Archenium in a complex matrix.  The coin can easily be transmuted, but doing so destroys the finely balanced Archenium matrix and renders the currency invalid.  The average Jibrilite Pol will earn about 10,000 Talents a year.  The average noble scion of a modest house will have a yearly stipend of 250,000 or more.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratodyne:&#039;&#039;&#039; Flying warships used almost to exclusion by the Jibrilites, to the point that there are very few true &amp;quot;water ships&amp;quot; in their arsenals.  Most stratodynes are designed to float in water if required, usually when docked.  Stratodyne Destroyers are the smallest stratodynes, usually armed with powerful short ranged missiles and rams for taking on larger warships.  Cruising Stratodynes are the most common and general purpose sky ships.  Battle Stratodynes are the main combat warships, and are usually capable of carrying at least a battalion of men, as well as supporting them in combat with heavy gunfire.  Bridge Stratodynes are the largest sky ships, and are capable of carrying a full brigade of troops.  They are often used as long range combat transports and command vessels.  They are more common in garrison fleets.  High Battle Stratodynes are the most powerful of the skyships and the centerpieces of the Chosen fleets - sometimes the personal transports of the Chosen themselves.  They are armed with powerful spinal Void Cannon, and are the supreme combat ships of Arth, with the bulk of these warships deployed as flagships with Home Fleets or on the Heylel front.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arthrodyne:&#039;&#039;&#039; Smaller aircraft using the sympathetic etheric resonance with insects to guide the motion of their components.  Arthrodynes are a common tactical transports for Jibril troops, and usually look like large armoured beetles.  The Herald Arthrodyne Guncraft is particularly common among the Coreven Crusade, due to its useful mix of armour, firepower, and troop capacity.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Aerodyne:&#039;&#039;&#039; Aerodyne Gunships have been standard modes of transport for the Crusaders for some time.  Aerodyne fighters, known as &amp;quot;Skyreaves&amp;quot; are a more recent development, created over the past century to combat air attacks by sophisticated Mikaelan rebels, as well as meet the threat of potential Zenith advancements.  Most Battle Stratodynes now carry at least a flight of these aircraft.  The common term for the standard combat Jet is &amp;quot;Moth,&amp;quot; due to its delta-wing appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Autoclaire:&#039;&#039;&#039; A humanoid battlesuit, standing between 3m and 15m tall, depending on type.  The smallest Arch Autoclaires are like large suits of armour, while Prime Autoclaires are the most common tactical type, and the largest Domina Autoclaires are used by commanders and for special battlefield tasks needed extra firepower and armour.  There are also Throne Autoclaires of unimaginable power, rumored to have once been the personal mounts of the Chosen.  The Chosen have no need of such weapons these days, but they have been known to grant these weapons to their most favoured servants.  Autoclaires function through sympathetic etheric resonance with the human form, but ZEN-Tek has also created a version that runs entirely through advanced slicon computer control, which they call the &#039;AutoGear.&#039;  The Zenith Empire also fields devices similar to Autoclaires which they call &#039;Megas Anima.&#039;  Megas Anima are lest bound to the human form than Autoclaires, and commonly take winged forms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autoclaire Generations:&#039;&#039;&#039;  To date there are five &amp;quot;generations&amp;quot; of Autoclaires.  The first geneneration were the Eshim, clunky steam powered suits controlled by cogs and pulleys, used in the early days during the founding of the Chosen dominions.  Only a handful of these obsolete suits still exist in collections and as curiosities, and they have no place on a modern battlefield.  The second generation are the Cherubim, which were also steam powered but far more advanced with full articulation with hydraulic muscles to mimic the human form.  Small numbers of heavily upgraded Cherubim still exist, most commonly as Arch Autoclaires for Jibrilite noble houses.  The third generation Elohim introduced etheric power and are the recognizable form of modern Autos, with the introduction of Liah&#039;s Aleph Alpha.  For several centuries the Elohim were the last autoclaires designed by the Chosen as the Jibrilite gods moved on to other pursuits.  In this time the mortal Thuamatech engineers of the various Crusades performed a series of upgrades to the Elohim that were eventually recognized as the fourth generation Shaper-Elohim.  These upgrades added more advanced weapons and sub systems, and additional functions including flight or fire support or assualt breakers.  The fourth generation was codified in a series of force-wide upgrades incorporating the lessons learned from the late Mikealan and Rafaelan conflicts, particularly the Eleutherian Correction.  These upgrades had only just been completed when the Crusades clashed with the Zenith Empire at Saranavo.  The Zenith Megas-Anima proved themselves vastly superior even to the upgraded Shaper-Elohim, necessitating the hasty development of a fifth generation &amp;quot;Seraphim,&amp;quot; including features like flight and improved control and weapon systems as standard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seraphim:&#039;&#039;&#039; The &amp;quot;fifth generation&amp;quot; of Throne Autoclaires, produced just before the Fall.  Autoclaire design stalled for several centuries with the third and fourth generation &amp;quot;Elohim&amp;quot; and &amp;quot;Shaper-Elohim.&amp;quot;  When the Crusaders clashed with the Zenith over Saranavo in the two years leading up to the Fall the Chosen realized the Zenith had stolen a march on them with the development of their new Avatar class Megas-Anima.  The fifth generation Seraphim Autoclaires were rushed into service, although only a few Throne and Domina class units were completed before the Fall.  The very first Seraphim class autoclaire was actually constructed in the last years of the Eluetherian Republic.  This was the Seraphim Heartbreaker, made by the Chosen Zadkiel as a final gift for Aster Emeraldine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TrackIron:&#039;&#039;&#039; Once thought to be an obsolete weapon, the TrackIron (originally Land Panzer in its first incarnation) was an armoured Mikaelan war machine.  The Eleutherian Republic resurrected the type during the Corrective War, and used vastly more modern versions with some success during the First and Second Phases of the campaign.  Eleutherian TackIrons possess particularly heavy charged armour that renders them immune to most common battlefield weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZEN-Tek LLC:&#039;&#039;&#039; A shadowy manufacturer of extremely advanced electrotech, able to match the best Thaumatech devices.  The Eleutherian Republic&#039;s possession of large quantities of ZENTek equipment was a nasty surprise to the invading Crusade Armies during the Correction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mattock:&#039;&#039;&#039; The main manufacturer of smallarms for the Jibril Crusaders.  The original Mattock factorum is in the Coreve capital of Aldicore, although subsidiaries now operate in most Crusader Dominions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightfall:&#039;&#039;&#039; 10 Aries 0 A.E., the day the Chosen Leliel destroyed most of the city of Prion.  In the Chosen record this marked the fall of the Eleutherian Republic, however the Republic never officially surrendered, and major combat continued for several months after this date.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Charged Plate:&#039;&#039;&#039; Also known as &#039;Blessed Metal,&#039; a form of personal armour involving a etherically charged metal to strengthen it and resist ether-penetrating attacks.  Although it is standard personal armour for elite Crusade brigades, the Praxis version does present an unmistakeable aura signature which inhibits stealth and disrupts electronics, making it less popular with the Republic.&lt;br /&gt;
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&#039;&#039;&#039;Ambroline:&#039;&#039;&#039; An etheric fuel, consisting of a silicate jelly, suspending etherically sensitive bacteria.  Used to run most etherically powered heavy equipment.  More technically called &amp;quot;Dyronobic Gel.&amp;quot;  Synthetically produced by the Chosen to remove the demands for geodes.  Ambroline is now in short supply do to the collapse of the refining system, and can only be manufactured in small low quality quantities by the efforts of several priestesses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panoptic Mirror:&#039;&#039;&#039; A remote viewing device linked to a &amp;quot;master mirror.&amp;quot;  Images reflected in the master mirror and similarly reflected on all linked Panoptics.  The newer Jibrilite Panoptics can also transmit sound, and these are sometimes referred to as &amp;quot;Tinbells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teletex:&#039;&#039;&#039; A teletex is a telepathic transmission device, usually used as part of a secure one-to-one communication.  The teletex interprets the normally difficult telepathic transmission.  Teletex usually take the form of a crown, however the smaller ones are a simple silver pad that the user presses to their temple.  When used by a skilled thaumatuge, a teletex can be used to broadcast and receive from and to a larger number of stations, and over longer ranges.  It should be noted that the range of telepathy is in fact functionally unlimited on Arth, but Chosen technology imposes range restrictions to allow some control over regional communications.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyrex:&#039;&#039;&#039; A form of focused short ranged teletex used for delving inside the mind of a subject.  The most powerful deep psyrex can be used to plumb the very depths of a subjects self and even change their personalities.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Libratex:&#039;&#039;&#039; A libratex is a simpler form of teletex that sends only pre-set text messages from an internal library, usually to a printing device.  It is commonly used by the military, government, and news agencies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logitike:&#039;&#039;&#039; A Jibrilite thaumaturge skilled in wild magic.  What wild magic a Jibrilite can learn and use is heavily restricted, and official schools never teach &amp;quot;Lotek&amp;quot; beyond the basic level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logos:&#039;&#039;&#039; A thinking machine, usually formed from imprisoning a spirit within a mechanical construct to give form to its thoughts and allow it to be used to aid the thaumatech.  Also called a Aetheric Intellect or AI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyche:&#039;&#039;&#039; A thaumaurge particularly skilled in telepathic communication.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thaumatech:&#039;&#039;&#039; A Thaumatech is a Jibrilite who understands the inner working of praxis circuits, and can recombine, or even create their own.  Nearly all Jibrilite Thaumatechs are members of the Empyrean Church, and in some Dominions it is actively illegal to practice Thaumatechnology without divine sanction.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thaumaturge:&#039;&#039;&#039; A Thaumaturge is any Jibrilite with developed skill in channelling ether.  Most Thaumatechs are also Thaumaturges (so much so that the skill is assumed for any Thaumatech), but many Thaumaturges are not Thaumatechs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preistess:&#039;&#039;&#039; A Thaumaturge within the Empyrean Church, ordained with religious authority by the Chosen.  Virtually all are women, due to longstanding tradition.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric:&#039;&#039;&#039; An Empyrean Thaumaturge attached to the Crusade or Constabulary.  Sometimes called &amp;quot;Combat Claires,&amp;quot; in barracks slang.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crusader:&#039;&#039;&#039; A soldier in the army of those Chosen who sought to build empires abroad.  Crusaders recruit from across Dominion, and even Protectorate populations, although their officers are almost always Jibrilite nobility. For centuries the most powerful and feared military force on Arth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guardians:&#039;&#039;&#039; Soldiers serving the Empyrean Church directly, not commonly seen in the Protectorates, where the Crusaders perform many of their duties.  Habitually far better equipped than Crusaders with the most advanced Thaumatech. Guardian lines are insular and do not recruit from the general populace.  Although originally drawn from the very best human soldiers, there are rumours that many Chosen have long used tailor made constructs as Guardian.  More archaically called &#039;custos.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inquisitor:&#039;&#039;&#039; A Thaumaturge within the Empyrean Church, charged with protecting the Church and its members from physical and doctrinal harm.  The most prominent Inquisitors are Solinarchs, and the terms are often used interchangeably, but in fact most members of the Inquisition are not so enhanced.  The Inquisition admits large amounts of men, and nearly all Solinarchs are male.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinarch:&#039;&#039;&#039; An individual enhanced with internal praxis circuitry (called solo praxis).  The Solinarch creation process is lengthy, painful, and prone to failure, but when successful it results in powerful etheric warriors.  The very pinacle of Jibrilite military technology.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fey:&#039;&#039;&#039; Etheric beings originally from the Perithan world of Morgana, now shapeshifting residents of Apathan animal shells.  There are five known ranks of Fey.  At the top are the Monarchs of the Lios Alfar, the rulers of the Fey.  These are immortal Perithan beings who remain close to their heritage and are virtually indestructible.  They assume a multitude of forms, and can change their shape as freely as they change their minds.  Below the Monarchs are the Princes.  Princely Fey assume static forms, although they can change them greatly if they desire.  While these forms are mortal, if killed, the Prince&#039;s soul will drift until it can be reborn in a new body.  Next are the Courtiers.  Courtiers also have static forms, with the ability to shift them as they wish.  Like Royal Fey, if a Courtier is killed their soul can be recovered and reborn.  Below the Courtiers are the Commoners.  Commoners have mortal bodies, and although their souls can be preserved after death this must be done quickly or they will soon dissipate.  The lowest are the Mog Alfar, Thin-Bloods, or most commonly, &amp;quot;Elves.&amp;quot;  These are the offspring of humans and Royal Fey, from pairings in the distant past.  They are unable to shapeshift, and bear tell-tale signs of their heritage.  Mog Alfar are longer lived than humans (living 300-500 years), and have higher innate Etheric sensitivity, but are otherwise mortal.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Seraphim_Heartbreaker&amp;diff=66863</id>
		<title>Seraphim Heartbreaker</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Seraphim_Heartbreaker&amp;diff=66863"/>
		<updated>2019-02-28T04:53:30Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Seraphim Heartbreaker&#039;&#039;&#039; (Large 12m tall, 40 tons) 300 Armour &amp;lt;br&amp;gt;&lt;br /&gt;
Mobility profile: 3/1/3 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Large Base Structure – 10 SP per component.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legs: A:55&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Head: A:40&amp;lt;br&amp;gt;&lt;br /&gt;
Actuator: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Optics: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Rotary Cannon: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Sensor Cluster: 1 (Long Range Psyrex, Teletex, Geodetic Aspex)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Right Arm (Primary/Support): A:75&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Plasma Sword: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Energy Shield: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-Form: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Left Arm (Primary/Support): A:75&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Megabeam: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Energy Shield: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-Form: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Front Torso: A:60, S:+5 per component (Psymak Core on critical)&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-form: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Cockpit: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rear Torso: A:45&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 2&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Seraphim_Heartbreaker&amp;diff=66862</id>
		<title>Seraphim Heartbreaker</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Seraphim_Heartbreaker&amp;diff=66862"/>
		<updated>2019-02-28T04:51:26Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Seraphim Heartbreaker&#039;&#039;&#039; (Large 12m tall, 40 tons) 300 Armour &amp;lt;br&amp;gt;&lt;br /&gt;
Mobility profile: 3/1/3 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Large Base Structure – 10 SP per component.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legs: A:55&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Head: A:40&amp;lt;br&amp;gt;&lt;br /&gt;
Actuator: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Optics: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Rotary Cannon: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Sensor Cluster: 1 (Long Range Psyrex, Teletex, Geodetic Aspex)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Right Arm (Primary/Support): A:75&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Plasma Sword: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Energy Shield: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-Form: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Left Arm (Primary/Support): A:75&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Megabeam: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Energy Shield: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-Form: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Front Torso: A:60, S:+30 (Psymak Core on critical)&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-form: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Cockpit: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rear Torso: A:45&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 2&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Seraphim_Heartbreaker&amp;diff=66861</id>
		<title>Seraphim Heartbreaker</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Seraphim_Heartbreaker&amp;diff=66861"/>
		<updated>2019-02-28T04:42:32Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Seraphim Heartbreaker&#039;&#039;&#039; (Large 12m tall, 40 tons) 300 Armour &amp;lt;br&amp;gt;&lt;br /&gt;
Mobility profile: 3/1/3 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legs: A:55&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators:  3&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 7 (14)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Head: A:40&amp;lt;br&amp;gt;&lt;br /&gt;
Actuator: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Optics: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Long Range Psyrex: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Teletex: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Geodetic Aspex: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Rotary Cannon: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Right Arm (Primary/Support): A:75&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Plasma Sword: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Energy Shield: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-Form: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Left Arm (Primary/Support): A:75&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Megabeam: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Energy Shield: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-Form: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Front Torso: A:60, S:+30&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Cockpit: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Psymak Core: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Optics: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-form: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rear Torso: A:45&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 3&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Seraphim_Heartbreaker&amp;diff=66860</id>
		<title>Seraphim Heartbreaker</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Seraphim_Heartbreaker&amp;diff=66860"/>
		<updated>2019-02-28T04:42:08Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Seraphim Heartbreaker&#039;&#039;&#039; (Large 12m tall, 40 tons) 300 Armour &amp;lt;br&amp;gt;&lt;br /&gt;
Mobility profile: 3/1/3 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legs: A:55&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators:  3&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 7 (14)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Head: A:40&amp;lt;br&amp;gt;&lt;br /&gt;
Actuator: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Optics: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Long Range Psyrex: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Teletex: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Geodetic Aspex: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Rotary Cannon: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Right Arm (Primary/Support): A:75&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Plasma Sword: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Energy Shield: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-Form: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Left Arm (Primary/Support): A:75&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Megabeam: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Energy Shield: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-Form: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Front Torso: A:60, S:30&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Cockpit: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Psymak Core: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Optics: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-form: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rear Torso: A:45&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 3&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Seraphim_Heartbreaker&amp;diff=66859</id>
		<title>Seraphim Heartbreaker</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Seraphim_Heartbreaker&amp;diff=66859"/>
		<updated>2019-02-28T04:40:08Z</updated>

		<summary type="html">&lt;p&gt;IXJac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Seraphim Heartbreaker&#039;&#039;&#039; (Large 12m tall, 40 tons) 300 Armour &amp;lt;br&amp;gt;&lt;br /&gt;
Mobility profile: 3/1/3 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legs: A:55&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators:  3&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 7 (14)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Head: A:40&amp;lt;br&amp;gt;&lt;br /&gt;
Actuator: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Optics: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Long Range Psyrex: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Teletex: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Geodetic Aspex: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Rotary Cannon: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primary Arm: A:75&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Plasma Sword: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Energy Shield: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-Form: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Support Arm: A:75&amp;lt;br&amp;gt;&lt;br /&gt;
Actuators: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Megabeam: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Energy Shield: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-Form: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Front Torso: A:60, S:30&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Cockpit: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Psymak Core: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Optics: 1&amp;lt;br&amp;gt;&lt;br /&gt;
X-form: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rear Torso: A:45&amp;lt;br&amp;gt;&lt;br /&gt;
Boosters: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Transmat: 3&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=66823</id>
		<title>AI:L Trait List</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=AI:L_Trait_List&amp;diff=66823"/>
		<updated>2019-02-19T04:56:56Z</updated>

		<summary type="html">&lt;p&gt;IXJac: /* Thaumatech Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to [[Ascension Isle: Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Ancestry Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
All characters must take one Ancestry Trait to show where they come from.  In the hierarchical world the Chosen and Zenith have created this is the most important Trait for many characters and defines who they are and what they may become.&lt;br /&gt;
&lt;br /&gt;
A character can pick a second Ancestry Trait at a cost of +1 trait point as a mixed ancestry surcharge, in addition to the cost of the additional Ancestry Trait.&lt;br /&gt;
&lt;br /&gt;
==Jibrlite Traits==&lt;br /&gt;
&lt;br /&gt;
Jibrilite Pol (1 trait point) – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Noble (2 trait points) - Nobles are the leaders of the Jibril Dominions and are trained from birth to be paragons of their Chosen.  They gain a +1 bonus to five skills and +2 Core Aether.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Codex (3 trait points) – Codex heritage Jibrilites are members of the trusted Hiero Houses of the Chosen, and have access to the greatest secrets of the Chosen.  Codex Jibrilites gain +1 Aether and +4 Core Aether.  They also gain +1 to the Thaumatech skill due to a natural affinity for the magic of the Chosen.  Codex is a prerequisite for the highest level Thaumatech traits and abilities.  As Jibrilites they get access to the Thaumatech Alpha trait for free.&lt;br /&gt;
&lt;br /&gt;
Jibrilite Construct (3 trait points) – Jibrilite Constructs are beings created through the technomagical artifice of the Chosen.  Constructs serve a variety of purposes, from vessels for the Chosen, thamatechnically modified inquisitors, to massive military constructs.  Constructs gain either: +1 to all four stats; +2 to one stat and +1 to one stat; or +3 to one stat and -1 to one stat.  As Jibrilites they get access to the Thaumatech Alpha trait for free.  Constructs must also select at least -1 in negative traits, for which they do not receive an additional trait point.&lt;br /&gt;
&lt;br /&gt;
==Zenith Empire Traits==&lt;br /&gt;
&lt;br /&gt;
Zenith Commoner – Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.&lt;br /&gt;
&lt;br /&gt;
Zenith Noble&lt;br /&gt;
&lt;br /&gt;
Zenith Magus&lt;br /&gt;
&lt;br /&gt;
Elven Commoner (1 trait point) Commoners take the “Weirdling” trait for free.  Commoners suffer a -5 edge in social conflict against Nobles and a -10 edge in social conflict against Royals. Commoners gain two bonus CP whenever they are awarded CP due to striving to overcome their humble origins.  Elven Commoners Gain +1 Core Aether, +1 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals.  Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill.  Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
Elven Royal (3 trait points) Royals may take the “Ethereal Beauty” and “Eternal” traits for free.  Elven Royals gain +2 Aether, +5 Core Aether and +5 maximum Aura.  No Elf can take the Sorcery trait or any Thaumatech trait.&lt;br /&gt;
&lt;br /&gt;
==Mikealan Traits==&lt;br /&gt;
&lt;br /&gt;
Eleutherian Plebian (1 trait point) - Plebs gain one bonus CP whenever they are awarded CP due to striving to show themselves the equal of the Patricians.  Due to the superior education of the Republic, Plebs gain a +1 bonus to five skills points.&lt;br /&gt;
&lt;br /&gt;
Eleutherian Patrician (2 trait points) – Patricians are the old noble families of the Republic.  Due to the superior education of the Republic they gain +2 bonus to five skills.  If an Eleutherian Patrician picks a Jibrilite trait they do not pay the extra 1 point surcharge for mixed ancestry.&lt;br /&gt;
&lt;br /&gt;
==Global Ancestry Traits==&lt;br /&gt;
&lt;br /&gt;
Citizen of Arth (0 trait points) – Human rebels against the established order who consider themselves freed from the old shackles.  Increasingly common among Jibrilite and Mikaelan revolutionaries, but also in some Zenith communities.  Citizen of Arth cannot be taken with any other Ancestry Trait.  New Citizens may still optionally identify with any other human Ancestry Trait to show their heritage, or if they are descended from a long line of Citizens they may identify with none at all.  Either way they take none of the bonusses or penalties.  Instead they gain one additional Trait points due to their broader understanding of the possibilities of an unbound humanity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Negative Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Negative Traits are penalties a character can take to grant themselves more trait points to spend elsewhere.  A character can start with up to five points in Negative Traits.  A character can also have these traits inflicted upon themselves over the course of play.  The cost of a negative trait is how may trait points it returns to the character.&lt;br /&gt;
&lt;br /&gt;
Short (-1 trait point): Your character is 4-5 feet tall, and suffers a -2 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
&lt;br /&gt;
Very Short (-2 trait points): Your character is 3-4 feet tall, and suffers a -4 edge penalty to Athletics rolls for movement or close combat.&lt;br /&gt;
&lt;br /&gt;
War Wound (-1 trait points): Your character has lingering injuries that have never fully healed. They suffer a -2 penalty to one Exploit Pool. This quirk cannot be taken if it would reduce the pool below 0. The nature of the wound should be detailed, such as a stiff leg from an arrow to the knee (-2 Adrenaline), or the shakes from mental trauma (-2 Will) or a lost eye from a bullet graze (-2 Focus). It can be upgraded to a serious war wound for double the Exploit cost, and two trait points.&lt;br /&gt;
&lt;br /&gt;
Sealed Powers (Variable): Your character must meet certain conditions before a selected trait can be used.  These conditions can be fairly straightforward such as the authorization of a superior, or the consumption of a particular substance, or they can be more esoteric such as a particular time of day, or only against a specific opponent.  The cost of this negative trait is the cost of the trait it is linked to.  This is modified by +1 for a condition that could be easily met at any time such as the permission of another party member, consuming a combat drug, only after the enemy has fired first, or inflicting a small amount of damage to themselves with a cut.  There is no modification for a moderately difficult condition such as the permission of an ally who is not always present, only after wounding or killing an opponent, only against a broad group of enemies, or only working in daylight or at nightime.  The cost is increased by -1 for a condition that would be difficult to fulfill in the course of normal play such as only activating at a certain hour of day (sunrise and twilight, high noon) or day of the week, or only against a specific individual.  Particularly difficult to meet conditions could have this increased to -2.&lt;br /&gt;
&lt;br /&gt;
Combat Drug Addiction (-1 trait point): Your character is addicted to combat drugs and must use them at least once a session or suffer a -3 penalty to all rolls in the subsequent session until they use them.  This penalty increases by 1 for each subsequent session of withdrawal until it reaches a maximum of 5 after three sessions.  Thereafter it declines at the same rate until it reaches 0 and the trait becomes dormant until combat drugs are used again.&lt;br /&gt;
&lt;br /&gt;
Etheric Flame (-1 trait point): Your character possesses an internal etheric flame that burns like a bonfire, shining brightly to all with etheric sight.  Others using Aspex or Second Sight gain a +3 to detect this character, and can do so even if the character has no aura.&lt;br /&gt;
&lt;br /&gt;
Thautech Lock (-2 trait points): Your character is locked out of all Chosen praxis, and attempting to use them triggers a damaging etheric feedback loop that inflicts the equivalent of an Etherbolt attack with no possible defense.  This is a very common trait for Elves.&lt;br /&gt;
&lt;br /&gt;
Unsettling (-1 trait point): Something is very socially &amp;quot;off&amp;quot; about this character, enough so that others will immediately notice it and become wary, hostile or seek to keep their distance.  They may be badly disfigured, be covered in gang tattoos, or just have a particularly off-putting attitude.  Because of their unsettling nature the character suffers a -3 edge to their rolls in social conflict.  This penalty does not apply to the use of one liners in short round combat, or interrogation in long round conflict, and does not affect their defensive static values.&lt;br /&gt;
&lt;br /&gt;
Anchored Chakras (-1 trait point): The character is firmly &amp;quot;anchored&amp;quot; in Apatha, so much so that they neither reach nor cross the Veil Between Worlds.  The character cannot use Veil magic of any sort, and others attempting to target them with veil magic suffer a -5 edge penalty.  This trait can only be taken by Willworkers or Thaumatechs.  It cannot be taken by those with no Etheric powers, or by Sorcerers.&lt;br /&gt;
&lt;br /&gt;
Adamant Chakras (-1 trait point): The character&#039;s form is resolutely static and resists all forms of transmutation.  The character cannot use transmutation magic of any sort, and others attempting to target them with transmutation magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
&lt;br /&gt;
Fated Chakras (-1 trait point): The character&#039;s fate marches relentlessly down the path of causality and is resistant against manipulation in space and time.  The character cannot use Continuum magic of any sort, and others attempting to target them with Continuum magic suffer a -5 edge penalty.  This trait cannot be taken by those with no Etheric powers.&lt;br /&gt;
&lt;br /&gt;
Captive Chakras (-1 trait point): The character&#039;s etheric essence is tightly contained and they emit no more Aura than any normal living being.  The character cannot use Aura magic of any sort, and others attempting to target them with Aura magic suffer a -3 edge penalty.  This trait can only be taken by Thaumatechs.  It cannot be taken in conjuction with Willwork or Sorcery.&lt;br /&gt;
&lt;br /&gt;
Wyrmfood (-3 trait points): This character&#039;s aura is of particular notice to that lie across the Veil, and there are many in Peritha who would seek to capture and consume it.  At the end of each round where the character&#039;s aura is 1 or more, roll 1d10.  On a roll of 11 or more, a creature from across the Veil has taken notice and will join the fight, attempting to capture the character and their delicious aura.  The character can avoid making this roll by spending 1 Willpower to suppress the Aura effects, so long as their Aura is no higher than their Intellect.  This trait can only be taken by Willworkers or Sorcerers.  The musty auras of Thamatechs are apparently quite bland to Perithans.&lt;br /&gt;
&lt;br /&gt;
Frail (-2 trait points): The character&#039;s body is particularly frail.  They suffer a -2 to PS per Health Level and roll at +1 to all wound effects.&lt;br /&gt;
&lt;br /&gt;
Combat Timer (-3 trait points): The character has only a limited amount of time in which they can engage in combat.  Each time the character rolls for initiative they must expend one exploit.  Which exploit this is (Adrenaline, Focus, Willpower or Core Aether) is chosen when this trait is picked and cannot be changed.  If the character cannot spend an exploit of this type they immediately drop out of combat.&lt;br /&gt;
&lt;br /&gt;
Stage fright (-1 trait points): The character is deathly afraid of speaking in public, and must spend 1 Willpower for every long round they engage in social conflict or drop out of the conflict.&lt;br /&gt;
&lt;br /&gt;
Doomed (-5 trait points): The character is doomed. The nature of this doom, whether it be a terrible prophecy, a life near its natural end, or an active death wish should be defined by the player. When the character gains enough CP to gain a Hero level they will still gain the level but then cease gaining CP and will soon die.  Once that point is reached, any attack by another character sufficient to kill them will automatically do so, at the attacker&#039;s discretion.  The attacking character will gain from 1 to 5 CP for making that death particularly dramatic or appropriate.  Aside from this, the Doomed character&#039;s death cannot be used to gain CP, Power or Fate by another character.  Can only be taken by Hero 1 or higher.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Combat Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Basic Leadership (0 trait points - 1 leadership skill)&lt;br /&gt;
Targets one size bracket by default.&lt;br /&gt;
::“Commanding Shout”: 2 Advantage to expand leadership benefits.  Zero Threshold of five, granting effect over one additional size bracket per success, up to a maximum of four additional brackets (1*/3/7/15/31).&lt;br /&gt;
::“On My Target”: 4 Advantage to have allies engage the same target, gaining +2 Edge to hit per size bracket.&lt;br /&gt;
::“Take Cover”: 6 Advantage and 1 Willpower to grant a defensive reaction to ally.&lt;br /&gt;
&lt;br /&gt;
Basic Marksmanship (0 trait points - 1 firearms skill)&lt;br /&gt;
:::2 Advantage for +1d6 damage&lt;br /&gt;
:::4 Advantage for +2d6 &lt;br /&gt;
:::6 Advantage for +3d6&lt;br /&gt;
:::8 Advantage for +4d6&lt;br /&gt;
:::10 Advantage for +5d6&lt;br /&gt;
&lt;br /&gt;
Basic Grappling (0 trait points - 1 unarmed skill)&lt;br /&gt;
Standard attack Throw 1 - steal +1 Advantage per Threshold&lt;br /&gt;
:::2 Advantage to Ground - deal 1d3 damage and cost an action &lt;br /&gt;
:::4 Advantage to Throw 2 - steal +1 Advantage per Threshold and move opponent to adjacent square&lt;br /&gt;
:::6 Advantage for Flow - Set up defensive pattern to Throw 1 all attackers&lt;br /&gt;
:::8 Advantage for Throw 3 - steal +1 Advantage per Threshold and move opponent threshold steps in squares&lt;br /&gt;
:::10 Advantage for Weave - Set up defensive pattern to Ground all attackers&lt;br /&gt;
&lt;br /&gt;
“BOOM Headshot” (1 trait point): Half the Advantage cost of Shot Placement maneuvers, and add Overwhelming 1 to all Shot Placement attacks.&lt;br /&gt;
&lt;br /&gt;
Crusader Combat Training (1 trait point)&lt;br /&gt;
::“Up and down”: 2 Advantage to move 5m without triggering a Reaction&lt;br /&gt;
::“Fast Reload”: 4 Advantage to reload as a free action&lt;br /&gt;
::“Five Rounds Rapid!”: 6 Advantage when conducting rapid fire to use it at any range.&lt;br /&gt;
::“Combat Sense”: 8 Advantage to pre-empt an attack and take a Reaction shot first&lt;br /&gt;
::“Soldier’s Luck”: 10 Advantage to cancel a hit.&lt;br /&gt;
&lt;br /&gt;
“Rounds Downrange” (1 trait point): Half the Advantage cost for Fast Reload and Double Tap.  Gain one advantage for each point of ammunition spent.&lt;br /&gt;
&lt;br /&gt;
Crusader Leadership Training (2 trait points)&lt;br /&gt;
&lt;br /&gt;
Adrenal Advantage (1 trait point): Gain one extra Advantage when spending Adrenaline for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Physique 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused Advantage (1 trait point): Gain one extra Advantage when spending Focus for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Senses 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willful Advantage (1 trait point): Gain one extra Advantage when spending Willpower for Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Intellect 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aetheric Aura (1 trait point): Gain one extra Advantage or Aura when spending Core Aether for Advantage or Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Aether 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Magic Traits&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
==Thaumatech Traits==&lt;br /&gt;
&lt;br /&gt;
Thaumatech Alpha Access (1 trait points): Thaumatech Alpha Access is the basic ability to use and program Thaumatech praxi.  It is not required to operate most Thaumatech machines, but can be required to maintain them and can be used to override or control them.  This ability is mostly based on genetic encoding and some basic training.  Because the Alpha level Thaumatech safeties can be breached with little effort, it can also be purchased by any character, however it is free for Jibrilites.&lt;br /&gt;
Prerequisites: Skill: Thaumatech 1&lt;br /&gt;
&lt;br /&gt;
Thaumatech Gamma Access (2 trait points): Thaumatech Gamma Access allows advanced praxis programming, including the construction and modification of new spells.  It has historically been the province only of the privileged elite of the Jibrilite Dominions.  This trait can only be taken by Jibrilites due to the safeties involved in the praxi, however these safeties can be overcome with certain quirks.&lt;br /&gt;
Prerequisites: Hero Level: 1, Skill: Thaumatech 5, Trait: Alpha Access, Quirk: Jibrilite Nobles, Codex, Library, Tinker, or Abomination&lt;br /&gt;
&lt;br /&gt;
Thaumatech Zeta Access (3 trait points): Thaumatech Zeta Access allows Chosen level administrator access to various praxi, and its use is highly restricted to the most senior levels of the church hierarchy.  This trait can only be taken by Jibrilites due to the safeties involved in the praxis.  There are continual rumours that a handful of non Jibrilites have managed to crack these safeties, however since the most recent of these involves a mad Kobold thaumatek these are not considered credible.&lt;br /&gt;
Prerequisites: Hero Level: 3, Skill: Thaumatech 8, Trait: Alpha Access, Quirk: Jibrilite Codex, or Abomination&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior.  Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of Solo Praxis.&lt;br /&gt;
Prerequisites: Hero Level: 2, Quirk: Jibrilite Construct, Codex&lt;br /&gt;
&lt;br /&gt;
=Possible Character Traits=&lt;br /&gt;
&lt;br /&gt;
==Jonas Related Traits==&lt;br /&gt;
&lt;br /&gt;
Physical Conditioning (1 trait point): You gain +5 maximum Physical Stress to every health level, and -1 to lingering wound rolls.  This trait can be taken once, and then one additional time for every Hero Level a character possesses.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Physique 3&lt;br /&gt;
&lt;br /&gt;
Pumped/Focused/Willful/Aetheric (1 trait point): +1 to one Exploit pool.  Can be taken multiple times.  Exploit pool cannot exceed double the stat value.&lt;br /&gt;
&lt;br /&gt;
Orator (2 trait points) Access to the Oratory conversation options&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Conversation 4&lt;br /&gt;
&lt;br /&gt;
Diva (3 trait points) Gain 1 Willpower after succeeding in a Social Action against a large audience.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 3&lt;br /&gt;
&lt;br /&gt;
Rhetorical Recovery (2 trait points): Cancel one point of vibe immediately after it is inflicted by spending 1 Willpower as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Intellect 5&lt;br /&gt;
&lt;br /&gt;
Republic Weapons Training (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Firearms 2&lt;br /&gt;
&lt;br /&gt;
Republic Officer Training (3 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Leadership 3&lt;br /&gt;
&lt;br /&gt;
Guerilla (1 trait point): Access to the Guerilla tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Tactics 3&lt;br /&gt;
&lt;br /&gt;
Chessmaster (3 trait points): Access to the Chessmaster tactical battle options.&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Planned Support&amp;quot;: 2 Advantage to make a supporting roll as a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Hero 1, Tactics 5&lt;br /&gt;
&lt;br /&gt;
TrackIron Operator (1 trait point): Ability to operate TrackIrons without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AutoGear Operator (2 trait points): Ability to operate AutoGears without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tank Hunter (1 trait point): Access to the Tank Hunter Weapon System combat options.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Weapon Systems 3&lt;br /&gt;
&lt;br /&gt;
Merciless (1 trait point): Gain +1 Advantage for hitting exposed targets.  Gain an additional +1 advantage for killing or incapacitating them.&lt;br /&gt;
&lt;br /&gt;
==Aran Related Traits==&lt;br /&gt;
&lt;br /&gt;
Ethereal Beauty (1 trait point): +3 to all Graces rolls, and all Graces based social successes are considered one level higher.&lt;br /&gt;
Prerequisite: Elf, or Physique or Intellect of 5&lt;br /&gt;
&lt;br /&gt;
Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions.&lt;br /&gt;
Prerequisite: Physique of Intellect of 5&lt;br /&gt;
 &lt;br /&gt;
Magi Aspirant (1 trait point): Magi Aspirant is the entry level into the Zenith style of Willwork, common across Heylel and Rafaela.  It provides access to the bronze circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Skill: Willwork 1&lt;br /&gt;
&lt;br /&gt;
Magi Adept (2 trait points):  Magi Aspirant is the journeyman level of the Zenith style of Willwork.  It provides access to the silver circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 1, Skill: Willwork 3&lt;br /&gt;
&lt;br /&gt;
Magi Master (3 trait points):  Magi Master is the highest commonly attained level of the Zenith style of Willwork.  It provides access to the gold circle of common Zenith willwork spells.&lt;br /&gt;
Prerequisites: Hero 2, Skill: Willwork 5&lt;br /&gt;
&lt;br /&gt;
Zenith Bayonet Training (1 trait point):&lt;br /&gt;
&lt;br /&gt;
Elven Fencing Style (2 trait points): Elven sword and magic combat options&lt;br /&gt;
Prerequisites: Melee 3, Elf or Elven Circles&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options&lt;br /&gt;
Prerequisites: Hero 2, Skill: Melee 6&lt;br /&gt;
&lt;br /&gt;
Zenith Knight Combat Magi (3 trait points): Zenith combat spell options&lt;br /&gt;
Prerequisites: Hero 2, Trait: Magi Adept&lt;br /&gt;
&lt;br /&gt;
Elven Glamour Magic (2 trait points): Tricksy elven foolery options&lt;br /&gt;
Prerequisites: Elf or Elven Circles, Trait: Magi Aspirant&lt;br /&gt;
&lt;br /&gt;
Night Court Doom Magic (5 trait points): OP elven doomspell BS options&lt;br /&gt;
Prerequisites: Hero 3, Trait: Magi Master&lt;br /&gt;
&lt;br /&gt;
Aint Got Time to Bleed! (3 trait points): Gain 1 Adrenaline at the end of any combat round in which you were wounded.&lt;br /&gt;
Prerequisites: Hero 1, Physique 3&lt;br /&gt;
&lt;br /&gt;
Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action.&lt;br /&gt;
Prerequisite: Hero 1, Physique 5&lt;br /&gt;
&lt;br /&gt;
==Alice Related Traits==&lt;br /&gt;
&lt;br /&gt;
Basic Strikes (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::For every 2 Advantage: Reduce Physical Factor by +1 for one round.&lt;br /&gt;
&lt;br /&gt;
Basic Throws (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful strikes.&amp;lt;br&amp;gt;&lt;br /&gt;
Deals 1d6/2 damage with a Physical Factor of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Sweep,&amp;quot; Attempt advantage transfer.&lt;br /&gt;
::4 Advantage: &amp;quot;Ground,&amp;quot; cost target their next action with a successful attack.&lt;br /&gt;
::6 Advantage: &amp;quot;Fling,&amp;quot; Throw target 5m, including into another person.  Grounds if athletics check failed.&lt;br /&gt;
::8 Advantage: &amp;quot;Fling,&amp;quot; Throw target 10m.&lt;br /&gt;
::10 Advantage: &amp;quot;Fling,&amp;quot; Throw target 15m.&lt;br /&gt;
&lt;br /&gt;
Basic Grapples (0 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for successful grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Pin&amp;quot; Immobilize a character on the ground&lt;br /&gt;
::4 Advantage: &amp;quot;Hold&amp;quot; Immobilize a character while standing&lt;br /&gt;
::6 Advantage: &amp;quot;Joint Lock&amp;quot; cost opponent one HL if they take an action&lt;br /&gt;
::8 Advantage: &amp;quot;Joint Break&amp;quot; cost opponent one HL.&lt;br /&gt;
::10 Advantage: &amp;quot;Submission&amp;quot; incapacitate an opponent if they fail an Athletics check.&lt;br /&gt;
&lt;br /&gt;
Close Combat Gunslinger (2 trait points)&amp;lt;br&amp;gt;&lt;br /&gt;
May parry as a free interrupt with Senses+Firearms, up to the rate of fire of your wielded pistols&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Advantage gained for hitting enemies without cover within 5m&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Focus to use pistol attacks as follow through actions after strikes or grapples.&amp;lt;br&amp;gt;&lt;br /&gt;
::2 Advantage: &amp;quot;Fast Reload,&amp;quot; Reload as a free action without resetting advantage.&lt;br /&gt;
::4 Advantage: &amp;quot;Close and Personal,&amp;quot; Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.&lt;br /&gt;
::6 Advantage: &amp;quot;Twitch Reflexes,&amp;quot; Automatically dodge all ranged attacks in the current turn as a free interrupt.&lt;br /&gt;
::8 Advantage: &amp;quot;Bullet Dancer,&amp;quot; Gain +10 to your ranged AC for the rest of the combat.  Activate as a free action.&lt;br /&gt;
::10 Advantage: &amp;quot;Two Hands,&amp;quot; gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4, Unarmed 4&lt;br /&gt;
&lt;br /&gt;
Quick Draw Gunslinger: (1 trait point)&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be used with pistol weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Edge bonus to Initiative in the first round of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gain 3 advantage for winning initiative over all opponents in the first round of combat.&lt;br /&gt;
::Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.&lt;br /&gt;
::Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)&lt;br /&gt;
Prerequisites: Firearms 4, Alertness 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two Handed Gunslinger (2 trait points)&lt;br /&gt;
Prerequisites: Hero 1, Firearms 4&lt;br /&gt;
&lt;br /&gt;
Alpha Logitike (1 trait point): Jibrilite non-combat willwork spells, or &amp;quot;Lotek Praxi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Omega Logitike (1 trait point): Jibrilite combat Lotek Praxi.&lt;br /&gt;
&lt;br /&gt;
Omega Crucible (2 trait points): Jibrilite Crusader magical martial art focusing on the use of transmutation to deliver powerful strikes&lt;br /&gt;
Can change Combat Advantage to Aura as a free action, raising Aura by as much as the character&#039;s Aether attribute.&amp;lt;br&amp;gt;&lt;br /&gt;
Can pay Core Aether to follow through on any close combat strike with an Etheric Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Omega Logitike&lt;br /&gt;
&lt;br /&gt;
Gun Fu (2 trait points): You can roll Senses + Firearms to &amp;quot;block&amp;quot; firearms attacks made at close combat ranges as a normal reaction.  By spending one Focus you can also do this at all ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Hero 1, Close Combat Gunslinger&lt;br /&gt;
&lt;br /&gt;
==Chrysanth Related Traits==&lt;br /&gt;
&lt;br /&gt;
Solinarch (2 trait points): A Solinarch is a fusion of thaumatech and flesh into an ultimate etheric warrior. Mainly used by the Empyrean Church, Solinarchs are the feared enforcers of the Codex, and the deadly rivals of the Zenith Knights. This trait allows the use of integrated Solo Praxis.  Because they are integrated into the Solonarch&#039;s body, Solinarch Solo Praxis are used with Aether + Aether Channel rather than Intellect + Thaumatech.  A Solinarch may choose five Solo Praxis to be slotted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Flow like Water&amp;quot; (1 trait point): Gain one extra Advantage from successful throws.&lt;br /&gt;
&lt;br /&gt;
Mantle of the Chosen (1 trait point): Gain +5 edge in social conflict with Jibrilites who hold a positive or neutral view of the Chosen.  Suffer a -5 edge penalty in social conflict with Jibrilites who hold a negative view of the Chosen.&lt;br /&gt;
&lt;br /&gt;
Graviton Master (2 trait points): Manipulate gravity waves with a touch.&lt;br /&gt;
::Spend Willpower for Advantage in addition to Adrenaline&lt;br /&gt;
::Spend Willpower for follow-through on any successful unarmed attack&lt;br /&gt;
::Increase ground and throw damage to 1d6, affected by threshold multiplier&lt;br /&gt;
::Pin with 1d6 Physique DC, affected by threshold multiplier&lt;br /&gt;
::Reduce threshold by +1 per 5 Intellect + Thaumatech&lt;br /&gt;
&lt;br /&gt;
==Gregorio Related Traits==&lt;br /&gt;
&lt;br /&gt;
Mad Scientist (??? trait points): Just like an evil villain makes a monologue for this dastardly plan, so too will a mad scientist babble his work to no one in particular about his craft. Doing so will make you sound disturbed to any listening, but the +1 to your Willpower when you commit makes it worthwhile.&lt;br /&gt;
&lt;br /&gt;
Psyche (1 Trait points): Natural telepathic ability, including the ability to switch teletex routers and establish mind to mind connections.  This ability still requires the target possess a teletex or logotex, but allows the Psyche to overcome the usual routing restrictions.&lt;br /&gt;
&lt;br /&gt;
Unbound Psyche (3 Trait points): The ability to use telepathy without a teletex.&lt;br /&gt;
&lt;br /&gt;
Coded Autoclaire Operator (1 Trait point): Use Intellect + Thaumatech to create semi-autonomous praxis macros to operate an Autoclaire.&lt;br /&gt;
&lt;br /&gt;
Synergent Autoclaire Operator (2 Trait points): Pilot an Autoclaire using combat initiative and personal stats lile Physique + Athletics or Senses + Firearms&lt;br /&gt;
&lt;br /&gt;
Integrant Autoclaire Operator (3 Trait points): Pilot an Autoclaire with magic initiative and Aether + Aether Channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Isle: Legacy]]&lt;/div&gt;</summary>
		<author><name>IXJac</name></author>
	</entry>
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