The Arcadian setting uses three different pools than the default ones in the Solar System booklet. Rather than Vigor, Instinct and Reason, we here use Force, Skill and Bearing instead.
Sheer physical power and force of personality.
Force is refreshed by acts of physical exertion together with another person.
Finesse, education and quality of training.
Skill is refreshed by discussing or doing difficult things with another person.
Stature, willpower and moral fiber.
Bearing is refreshed by engaging in social enjoyment with another person.
Toughness (F) – The ability to withstand physical punishment.
Avoidance (S) – Ducking, dodging, parrying and in other ways avoiding harm.
Resistance (B) – Staying unfazed in the face of horror, holding your line in an argument and resisting torture.
Athletics (F) – Jumping, running, climbing and so on.
Stealth (S) – Sneaking, hiding, generally staying unheard and unseen.
First Aid (S) – Patching people up, healing Harm from physical damage.
Brawl (F) – Slugging it out using your fists, boots, forehead or whatever is at hand.
Counsel (B) – Talking people into feeling better, healing Harm from social or mental stress.
Deceit (S) – Lying, masquerading, deceiving, setting people up.
Intimidation (B) – Putting the fear of the King, or the Disciples, or just of your own knuckles, into people.
Strategy (S) – Planning a battle, running a regiment, organizing logistics, presiding over a command centre.
Command (B) – Getting your soldiers to remember what to do when the fighting starts, shaping recruits into soldiers, silencing a room with a growl.
Firearms (S) – Using the ammo you’ve got to the best effect, shooting, setting up kill-zones, choosing cover and firing positions. Oh, and hitting the target.
Assault (F) – Charging into the enemy, whether with guns ablaze or with bayonets and rifle stocks swinging, or with more elegant weapons like Templar polearms and battle-axes.
Swordplay (S) – Using the officers’ weapon, the saber, either in tumultuous mêlée or in honorable duel.
Soldiery (S) – Managing life as a grunt. Standing guard at long hours and marching with a heavy pack.
Politics (B) –
Forging (S) – Using simple tools and wondrous technology to make, maintain and modify things.
Bureaucracy (S) – Shaping, manipulating and utilizing the bureaucratic systems of civilization.
Orate (B) – Swaying others with words, whether in front of a crowd or in intimate conversation.
Dueling (S) – Using sword or pistol in honorable combat one on one.
Medicine (S) – Caring for the ill, treating the wounded and prolonging the life of the old.
Etiquette (B) – Knowing your way and place in the upper crust of society.
* Key of the Scholar, Key of the Civilian, Key of the Touched, Key of the Corrupted, Key of the Rebel, Key of the Interrogator,
Key of the Grunt
Key of the Officer
Secret of Subordinates – You have subordinates you can order around and organize as you see fit. You can establish a free effect representing this using either Command (F) or Strategy (S).
Secret of Senior Rank – You can spend three points of Bearing to pull rank and immediately win a social conflict against someone of lower rank. This can have a negative impact on trust between the two of you.
Secret of Specialist – Decide a specific use for one of your military skills where you will always receive a bonus die.
Secret of Nobility – You have the right to demand respect and subservience from commoners, and receive a bonus die on social rolls where your noble status is an advantage.
Secret of Retainers – You have one or more lackeys that are always ready to see to your needs. You can establish a free effect representing this using either Etiquette (B) or Bureaucracy (S).
Secret of Heirloom – You possess an inherited object connected to your family's history. You can establish a free effect representing this piece of equipment using an appropriate ability, like Etiquette (B) for a piece of jewelry, Politics (B) for an inherited title or Fencing (S) for an ancient sword.
Badge of Office – The Town Council has placed you in a position of authority, and you can spend Bearing to increase the success level of a successful roll for Politics (B), Bureaucracy (S) or Etiquette (B) in situations where you can bring your authority to bear.
Key of the Thrall – Your life and work is own by your Master.
1 xp – Obey your Master.
2 xp – Disobey your Master.
5 xp – Obey your Master at great cost to yourself.
BO – Leave your Master’s service, with or without permission.
Key of the Superhuman
1 xp – Mention Templars' superiority to mortals
2 xp – Endure rigors that would break a normal human
5 xp – Break down in a very human way
BO – Bend knee to a normal human
Secret of Templar – Always receive a bonus die for rolls where physical power is involved. This secret is required for Templar characters.
Secret of Power Armor – The Power Armor of the Templars have a +1 equipment rating when resisting damage of all kinds, and a +2 rating against primitive weapons and environmental conditions.
Secret of Mighty Blow – You can use as much Force for bonus dice in close combat as you like.
Key of Brutality
1 xp – Hurt someone
2 xp – Win a conflict by hurting people
5 xp – Seriously hurt a friend or ally
BO – Let an opponent go without hurting her. Your next advance must be either a new corruption key or secret or the Secret of the Repentant.
Key of Deceit
1 xp – Tell a lie
2 xp – Lie to a friend or ally
5 xp – Damage your friends' or allies' interests without them knowing
BO – Reveal one of your own lies. Your next advance must be either a corruption key or secret or the Secret of the Repentant.
Key of Oppression
1 xp – Have someone do your bidding.
2 xp – Force or manipulate someone to do your bidding.
5 xp – Cause someone serving you to take damage.
BO – Release someone from your service. Your next advance must be either a corruption key or secret or the Secret of the Repentant.
Secret of Blessing of Wrath – Receive a bonus die when striking in anger. You must take the Key of Brutality within two advances if you do not already have it.
Secret of Blessing of Deceit –
Secret of the Evil Eye – Your stare can give anyone the shakes. You can give someone penalty dice for their next roll by spending one Bearing plus as many points of Bearing as you want to confer penalty dice. You must take the Key of Oppression within two advances if you do not already have it.
Secret of the Revealer – You can sometimes, quite randomly, get a warning feeling when someone corrupted takes action nearby. You can then spend one Bearing to enter a conflict to reveal who the corrupted is, probably using Holy Sight versus Deceit or something similar.
Secret of the Repentant – Even if you have corruption Secrets, you don’t register as corrupted to Revealers. However, every time you take the benefit of a corruption Secret, you immediately take a level one Harm in Bearing and might also get noticed by any Revealer nearby. You must take the Key of the Repentant within two advances if you do not already have it.
Key of the Repentant
1 xp – Talk of repentance.
2 xp – Use a Corruption Secret and regret it.
5 xp – Take damage to avoid Corruption.
BO – Use or buy a Corruption Secret without regret.
Secret of the Psychic – You can take psychic abilities, but every use of them costs one point of the associated pool.
Secret of the (Dominator/Telepath/Telekinetic etc) – You can use one designated psychic ability without paying for it.
Secret of Sanctioning – Your possession of psychic powers has been sanctioned by the Church and does not need to be kept secret. Now, their use is another thing altogether…
Secret of Authorization – You have been authorized to use your psychic powers under very specific circumstances. Requires Secret of Sanctioning.
~~DISCUSSION~~