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Demond Thompson (order #5095446)
The Azamar Players Guide was released as a complete Core book; however there were organizational deficits that did not make it into the final cut. Chief among these is the Character Feature Index, an integral and extremely useful alphabetized list of every Character Feature in the Azamar Players Guide. This Gamers Supplement provides not only the Character Feature Index, but also exclusive Character Sheets with new, original art illustrated by Khairul Hisham. Additionally, the Gamers Supplement includes a quick reference for all the tables throughout the Azamar Players Guide. At the tail end of the Gamers Supplement is also a rehashing of the mini campaign and adventure, The Road to Azamar. Take a look, enjoy the content, and explore the amazing world of Azamar.
© 2009-2011, Azamar, the Cinema6 Role Playing Game Framework, c6, Cinema6 Games, and d6Unleashed, Wicked North Games, L.L.C., All Rights Reserved.
Demond Thompson (order #5095446)
CONVERGANCE Azalea stared at the looming skyline. Beside her sat Dav. A decade past, and the Dragon Riders were nowhere in the lands of Azamar. Their legacy vanished from the breadth of the world. Still hope teased at their hearts, and they and their friends struggled ever forward, looking ever ahead. Ten years ago, Mogi gave his life so they might reach Dragon Home and Adrya Ampais, little had any of them known it was fruitless, but for scant clues left behind by the Anteprofidian masters. They journeyed on, following every idea, every possible hint and rumor of the Dragon Riders. All of them eventually lead to this rock, jutting from the great Sea of Abalos. At first they believed it was special, as at the peak of the isle a small unmarked altar lay waiting for some kind of magic, yet Dav could not affect any changes in the place. As if his magic did not work there. Like some massive stone reached up from the depths of the oceans, reaching to the twilight skies, touching the toes of the moon of Syndia, this tiny island was bear and lifeless. The smell of salt spray and sulfur wafted across the sea breeze, as the small party waited, wanting for some answer, any answer.
larger blue moon, the moon of Syndia. As they passed together briefly in the sky, the rock shook beneath them. The bottom of the isle shimmered in red, silver, and blue as a massive tear in the Fabric ripped open. The falling sun fell from sight, and the light of red and purple reflected off the clouds above. First there were only small creatures who emerged from the tear, but then the reality of the moment set in, as another wave of Fiends poured forth onto the rock. They were all in their pure forms, scrambling to attack the small party, who fled to the peak. In that moment, Dav felt the magic within him well up, and he was able to send forth bolts of magical energy at the oncoming horde. When they reached the peak of the rock, Dav found his very touch on the altar cause a blazing yellow flame to ignite in mid-air. Before them a gate opened, and as it opened further, the small band realized the Fiends were upon them, moving faster, attracted to the magical power of that gate. A Revenant reached the top of the rock, and after it poured forth the first massive wave of beasts. Azalea, Dav, and Garn struck first. The rest was an epic battle, but at last they retreated into the gate, which shut behind them. Many of them were wounded, but all alive. They survived the day, but where had they gone?
“Three days. We have been here, and scoured the entire stone. We’ll need to leave soon as there’s no food here.” They stood in a meadow of short grass, on a hill with Azalea kept staring at the horizon. a small stone altar. Around them, far below was the “Yet, this place, it’s pure magic. As if we must wait until lost city, they recognized it. It was Adrya Elorr, a city we can no longer.” Dav kept on, rubbing his hand of myth, the city of the Dragon Riders. Before the on the stone, it was warm instead of cold, laughing on injured and bleeding group, a modest old man walked the irony of their position. “Ha! A game of patience, up, using a walking staff to hold his weight. perhaps.” “Greetings.” His voice carried on the wind like he And so the small band of companions waited. Beren, was beside them, whispering in their ears. “You have Garn, and Dav often sitting around a fire laughing on finally come! I know you have many questions. As do stories of Mogi’s foolish escapades, while Rahk’nur, we.” Medric, and Azalea discussed the politics of magic and “Who are you?” Dav spoke up, stepping forward; all the high Azamarian court. Two more days passed, and their weapons were still drawn and poised. they began to pack their small ship to leave the desolate “Well my young wizard. I am Ofvgar, perhaps you rock. It was their last evening that it happened. know my name?” The old man smiles genuinely. The moons were full and one began to pass in front of “Welcome!” another, one purple, the moon of Ofvgar, in front of the 3 Demond Thompson (order #5095446)
Yuforians
Yuforians are an extremely rare and exotic race of creatures on Azamar. These creatures appear as giant, pitch black serpents, with the head of an insect-like creature, with massive mandibles and pincers. These creatures use a combination of large whiskers and antennae on the head to move and sense prey, they are otherwise blind. Yuforians burrow through the ground very slowly, and can burst out to surprise prey, though they prefer above ground movement. They leave a distinct black and silvery mucus behind as they move, like mollusks. This creature is typically the length of three to four wagons and as big around at the thickest area as a cask. The mucus the Yuforians leave behind is also something they can cough when bursting from the ground, releasing a small spray of the fluid into the air. This can disorient and sometimes cause halluncinations to anyone exposed to it directly. Yuforians do not appear to have a native environment, as some academics theorize that these creatures come from the voids between worlds and slip into Azamar from another realm. They are extremely aggressive and dangerous, and can consume a person whole. Hit Points: 80 Initiative: 4d Vitality: 6d Move: 10 Cinema Points: 5 Experience Value: 4 Strength 6d, Dexterity 4d, Persona 1d, Intellect 4d, Aptitude 1d Creature Features Bite, Brawl, (to hit), Damage: Strength +50. Chitter, Deception +36, resist with Search or Empathy, the Yuforian produces a high pitched ticking sound that distracts and stuns targets after a short period, if listening to it (and failing to resist), Duration: 1d Rounds, Activation: 1 Round. Cough, Ranged, (to hit), the victim is covered in a viscous black and silver fluid that immediately induces hallucinations, stunning them; there is no way to resist this effect once covered in the fluid, Duration: 1d Rounds.
4 Demond Thompson (order #5095446)
Difficulty Ratings Chart Target Number Easy
Difficulty Rating 6
Moderate
13
Difficult
21
Very Difficult
31
Heroic
46
Epic
60
Difficulty Rating Examples Easy: Most Characters can accomplish this action without significant difficulties, but can still fail. Moderate: Most Characters must concentrate and have some degree of natural talent or some training to accomplish this action successfully. Difficult: Characters must concentrate, exert significant effort, and experience training or practice in accomplishing this action successfully. Very Difficult: Characters must own a level of expertise, concentrate, and exert some effort in accomplishing this action successfully. Heroic: Characters must expend significant effort and concentration; have a modicum of luck, and a significant experiential background in accomplishing this action successfully. Epic: Characters must experience lots of luck, exert significant effort and concentration, and own complete mastery in an area to successfully accomplish this action.
Character Creation How it works: 1) Create the Character’s Name, Race, Gender, Height, Weight, Trade, Level (Optional), Chronicle, and Description. 2) Distribute ten dice (10d) to the five (5) Attributes (Dexterity, Strength, Persona, Intellect, and Aptitude). An Attribute with three dice (3d) is an average Attribute score. 3) Calculate the Derived Stats: Hit Points, Initiative, Move, and Vitality. Distribute seven dice (7d) to the Character’s Skills. Each Skill inherits the score of the parent Attribute, thus if Dexterity is at four dice (4d), then all the Skills belonging to Dexterity begin at four dice (4d), so adding one die (1d) to Dodge increases the Dodge Skill to five dice (5d). 4) Hit Points equals The Number of Strength Dice multiplied by three, (Hit Points= Strength x3). 5) Move equals Strength plus three, (Move = Strength + 3). 6) Vitality equals Strength, (Vitality = Strength). 7) Initiative equals Dexterity, (Initiative = Dexterity). 8) Save or spend the seven (7) starting Cinema Points for raising Skills or purchasing Character Features. 9) Get starting Equipment, Money, and Weapons.
Demond Thompson (order #5095446)
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Scale Modifiers Scale
Modifier for Character
Small Character Large Very Large Dragon
Damage +8 Dexterity +8 Dexterity +12 Dexterity +18 Dexterity +21
Random Backgrounds Modifier for Challenger Dexterity +8 Damage +8 Damage +12 Damage +18 Damage +21
Roll 3 4 5 6 7
Corruption Events
How it works: Each Blur-Touched Character rolls one die (1d) and compares to the following results.
Roll 1 2 3 4 5 6
Near (<50 distance) Take 1d+21 Vanish into the Blur Damage Take 1d+18 Lose 1d Persona (Min. 1d) Damage Take 1d+15 Lose 1d Persona (Min. 1d) Damage Take 1d+12 Lose 1d Intellect (Min. 1d) Damage Take 1d+9 Lose All Cinema Points Damage Take 1d+6 Take 1d+30 Damage Damage Close (<20 distance)
Random Backgrounds (Optional)
An optional method of adding some flavor to new Characters is by rolling for a random background. We produced a random background chart that really adds a bit more to a Character and gives them a little more uniqueness and personality. Take it or leave it, it is an excellent way to spice up any new Character! How it works: three dice (3d), add them up, and compare to the chart below. Demond Thompson (order #5095446)
8 9 10 11 12 13 14 15 16 17
18
Background Born into extreme poverty, you struggled with finding basic needs and got good at saving for later: Multiply money by three (x3) You worked as an apprentice to learn to surpass others: +3 Cinema Points. Raised in a modest household, you dreamt of adventure and trained yourself into shape, Move +3. Adopted by a wealthy tycoon, you received superior academics throughout childhood: Academics+2d. You survived your family, persevering into a stronger person: Hit Points +12. Criminals carved out your childhood: Pickpocket +2d. A Rival forced you to fight whenever possible: Dodge +1d. Your early life was about saving everything: Multiply money by two (x2). With the comfort of a stable family, you learned to get your way: Persuasion +2d. Raised by siblings, you learned the art of avoidance: Sneak +2d. Condemned and abused, you persisted despite the odds: Streetwise +2d. Raised by in the wilderness, you lived off the land: Survival +2d. Life in a monastery taught you to improve the self: Brawl +1d, Grapple +1d, Dodge +1d. Instructed in secret and given the tools for survival: Cinema Points +5. Rigorous military training and focused academics gave an edge: Any Skills +4d. Your master gave you everything, the rest is up to you; Any Attributes +2d, Any Skills +2d, Multiply money by two (x2).
Character Developlment
Veteran Characters
Development of Characters is the process of customizing and improving the various Traits and Features. Traits are any part of a Character that are not Character Features. There are standard costs to Character Development for Traits, but Features vary widely. Features also often have prerequisites that effect cost, including possessing other Features or holding certain dice pools in specific Traits, specific Races, or specific Trades.
Sometimes, GMs create games specifically for more experienced Characters. These are Veteran Characters. Veteran Characters use the basic Character Creation process, but they receive an extra number of Cinema Points based on how the GM desires to distribute them. The following table provides guidance to distribute Cinema Points to Veteran Characters.
How it works: Improving Traits costs the number of Cinema Points outlined below.
Trait Attribute Skill, Initiative, or Vitality Skill Specialization Hit Points Move New Skill New Skill Specialization
Cost Current Rating x 10 Current Rating x 3 Current Rating 2 Current Rating 6 4
Echelon Journeyman Adept Professional Veteran Prime Dexterity Skills • Athletics • Brawl • Dodge • Heavy Weapons • Melee • Pick Pocket • Ranged • Riding • Sneak • Throw Strength Skills • Climb • Jump • Lift • Push-Pull • Grapple • Stamina • Swim Persona Skills • Artisan • Command • Deception • Empathy • Gambling • Intimidation
Demond Thompson (order #5095446)
Suggested Cinema Points 30 50 90 120 200
Skill List • Languages • Persuasion • Willpower Intellect Skills • Academics • Business • Culture • Law • Medicine • Politics • Search • Streetwise • Survival • Tactics Aptitude Skills • Communications • Demolitions • Engineering • First Aid • Navigation • Operate • Piloting • Security • Vehicle Weapons
Earning Cinema Points
Whenever a Character overcomes an enemy, a GM rewards Cinema Points based upon the Experience Value of the defeated opponent. The Experience Value of an opponent relates directly to the difficulty of prevailing over that Character in combat. After a defeat, a GM rewards Cinema Points to all Characters in the party. Below is a chart that assists in assigning Cinema Points for defeated opponents based on the methods used for defeat.
Method of Defeat Killed (Slain) Outwitted (Deceived) Converted (Persuasion) Obviated (Tactics) Captured
Estimated Value x1 x2 x3 x2 x3
Flexible Spell Casting (Optional Rule)
Some GMs may want to employ flexible spell casting. To cast a spell, a Character in Azamar must possess Blur-Touched and spend a Cinema Point. After that, the Player describes the intent and desired effect and the GM assigns a DR to the intended spell. A magic foci, (such as an amulet, ring, staff, or wand), may provide bonuses to casting spells, at the GM’s discretion. The following table provides loose guidance:
Example Spells Light or Levitate Small Object Create Fire or Water Elemental Attack Teleport (sight distance) Teleport (anywhere) Resurrection
DR Easy Moderate Difficult Very Difficult Heroic Epic
Money In Azamar The people of Azamar use three major forms of currency: • Commons • Jems • Zurns All coins bear the mark of the mint, whether forged or etched, the mark of the mint if only official and recognized producer of currency in the world of Azamar. Commons are metal coins, cast from a variety of indiscriminate metals, widely varying their weight. Jems, worth about 500 Commons (this varies by region and economy), are craft from various gemstones. Zurns, worth about 5,000 Commons (this varies wildly by region and economy), are craft from Zurn Stones, and volatile ore with roots in the very essence of magic. Only wizards and master stone shapers can craft a coin from Zurn Stone, so they are considered a highly rare and valuable form of currency. Most prices on goods in Azamar are set in terms of Commons, typically annotated as 200c or 1,000c instead of using the Jem or Zurn notations, such as 2j or 1z. Demond Thompson (order #5095446)
Magical Healing
How it Works: Willpower DR based on the following chart, Duration: Immediate, Activation: Instantaneous.
Difficulty Easy Moderate
Result +3 Hit Points +6 Hit Points, Cure Disease 1d+6 Hit Points, Remove Difficult Poison and Plague 2d+6 Hit Points, Cure Magical Very Difficult Illness +4d Hit Points, Regenerate Heroic body parts Epic Resurrection
SINGLE LEVE L FE ATURES Prerequisites
Features
CO
TS: Wizard TS: Wizard CO TS: Wizard BT, RO: Urbane CO, BT
Prerequisites
Features
Page
CO
Pathfinder
44
Achromatic
40
TS: Wizard
Entanglement
75
TS: Wizard
Perceive
74
Acumen
40
TS: Wizard
Enthrall
73
CO
45
Adrenaline Junkie
40
CO
Entrepreneur
43
RO: Enfri & Immyr
Photographic Memory Pivot
54
Ersatz
51
--
Pluck & Tuck
54
Adverflammian
40
--
Affliction of Stains
40
RS: Bu’Col
Evasion
51
TS: Wizard
70
TS: Wizard
Eviction
70
RO: Wyvine Pospeshnos
54
67
TS: Wizard
Exploit
74
CO
Purse Snatch
45
51
CO, BT
Pyromancer
45
Extinguish
67
CO, BT
Quiet
45
--
Rally
55
Afflicted
Air Blast
Ambidextrous
40
--
Expose Fault
Polarize
70
Archaminari
68
TS: Wizard
Ascendancy
46
TS: Wizard
Extract
68
Ascendant
40
CO
Façade
43
CO
Refined
45
41
Cannot take Forgettable
Fame
51
RS: Wyvine
Reflection
55
47
--
Favor
51
--
Reputation
55
CO, BT, RO: Full Auroran Blooded Human CO, RS: Shrave
Page 43
CO, RO: Shrave
CO, RO: Shrave
Features
40
CO
CO
Prerequisites
CO, BT, RO: Full Enervation Blooded Human
Abnormal Size
CO, RO: Shrave
Page
Battle Intuition Beast of Burden
41
CO
Fawn
43
TS: Wizard
Resonance
73
Blades
59
TS: Wizard
Fealty
70
CO, BT
Rite of Blood
45
TS: Wizard
Blast Wave
74
RS: Immyr
Fearless
51
RO: Immyr
CO
Brute Force
41
TS: Wizard
74
TS: Wizard
CO
Burst of Speed
Fiend Binding
41
CO, BT
Fifth Rite
43
TS: Wizard
Rote of Breathing
70
Bury
41
TS: Wizard
Fire Burst
68
TS: Wizard
Rote of Cold
70
Camp
60
TS: Wizard
Fissure
73
TS: Wizard
71
--
Capital
47
TS: Wizard
68
TS: Wizard
Rote of Dust
71
--
Cardshark
47
CO, BT, Cannot take Fame
Flay
Rote of Daggers
Forgettable
43
TS: Wizard
Rote of Flames
71
Cat Burglar
41
TS: Wizard
Fortification
72
TS: Wizard
Rote of Flight
71
CO BT, TS: Wizard
CO, RS: Enfri BT, TS: Wizard
CO
9 Demond Thompson (order #5095446)
Rite of Force
Rote of Binding
55 70
Page
Prerequisites
Cats Eye
47
TS: Wizard
Change Water
67
CO
Changeling
48
Chary
CO, RS: Enfri CO, RO: Shrave
Prerequisites
RO: All except Shrave TS: Wizard RO: Humans BT, TS: Wizard
CO
CO, BT -BT, TS: Wizard
RS: Wyvine
Features
Page
Prerequisites
Frame
74
TS: Wizard
Free Diver
43
TS: Wizard
--
Fulminate
52
TS: Wizard
72
62
Garrulous
61
CO
Saboteur
45
Chink in the Armor
BT, TS: Wizard
Rupture (Weaver)
41
CO
Gifted
43
Sanguine
64
Chiromancer
41
TS: Wizard
Golem
68
BT, TS: Wizard
Scout
45
Chitonous
41
TS: Wizard
Scout
56
Claws
42
CO
Cleft
48
BT, TS: Wizard
Cogent
65
Combat Instincts Combat Medic
CO
Concentration
CO
Features
Hand of the Fiend
CO
71
--
Features Rote of Healing
Rote of Warding
Page 71 71
Healer
43
RO: Wyvine Seafarer
Hubrous
62
CO
Serpent Tongue
56 45
TS: Wizard
Incite
72
TS: Wizard
Sever
74
48
TS: Wizard
Inferno
75
TS: Wizard
Shatter
72
42
TS: Wizard
Influence
72
CO
Shrill
45
Information Store
52
CO
Siege Specialist
45
Inimical
65
TS: Wizard
Slumber
72
42
--
TS: Wizard
Conflagration
75
BT, TS: Wizard
TS: Wizard
Contrast
72
CO, BT
Inner Radiance
43
CO
Snuffler
45
Corruptor
48
TS: Wizard
Interference
73
BT, TS: Wizard
Spell Bleed
64
Crack Pilot
42
CO, BT
Intrinsic
43
62
--
Crematory
48
Inure
61
--
Criminal Contacts
BT, TS: Wizard
Spell Expansion
50
TS: Wizard
Keystone
70
TS: Wizard
Crush Depth
68
RO: Wyvine
Killing Blow
BT, TS: Wizard
52
CO
Curiosity
42
--
Laconic
--
Danger Sense
50
CO, RS: Shrave
--
Dead-Aim
50
CO, RO: Enfri
Deftness
TS: Wizard TS: Wizard
-CO
BT, TS: Wizard BT, TS: Wizard
Spell Extension
62
Spell Triggering
62
CO, BT
Spellborne
46
52
CO
46
Leap
53
Squint
56
CO
Leap of Faith
CO, RO: Shrave
Spider Monkey
43
CO
Steamworks
46
42
CO, BT
Lightbeam
44
CO
Steel Will
46
Dementia
74
CO
Litigious
44
TS: Wizard
68
Density
67
TS: Wizard
Macerate
75
CO, BT
Stone Barrage
Demond Thompson (order #5095446)
Stones
46
Prerequisites
Features
Page
Prerequisites
Features
Page
Prerequisites
Features
Page
Magic Affinity
53
--
Surgeon
56
Sweep
56
Tempo Fighting
57
CO
Deriver
42
BT, TS: Wizard
RS: Tre’uoall, BT
Desiccate
64
TS: Wizard
Mark of the Nemesis
70
RS: Wyvine
CO
Destined
42
CO
Martyr
44
--
RO: Tre’uoall
Detect Magic
50
CO
Masterworker
44
TS: Wizard
The Fold
74
TS: Wizard
Detonate
74
TS: Wizard
71
46
Devian
42
53
Time Sense
46
CO
Didactic
42
BT, TS: Wizard
Meditation
CO, RS: Shrave
Thurian
CO
Maw of Ofvgar
Mercurial
63
Tracer
57
TS: Wizard
Dilation
73
CO, BT
Mnemonics
44
Transference
57
BT, TS: Wizard
Dilettante
62
Mollify
63
RO: Enfri
Treasure Hunter
57
Disentanglement
BT, TS: Wizard
RO: Tre’uoall
75
TS: Wizard
Moniker
75
BT
Tributaries
58
TS: Wizard
Divide
75
Natural
53
CO
Tumbler
46
CO, RO: Shrave
Dragonscendant
Note: Available one time, affects one Skill
42
CO
Natural Leader
44
Vapidity
65
CO
Dragoon
42
44
CO, BT, RS: Ventrillo Urbane
46
Dzhigitovka
51
BT, RO: Full Blooded Hu- Nightbreed man
BT, TS: Wizard
TS: Wizard
--
--
CO
Nimble
44
CO
--
Victor
Eavesdrop
51
CO
Noble
44
TS: Wizard
CO
Effigy
42
CO
Observant
44
TS: Wizard
BT, TS: Wizard
Effusive
65
TS: Wizard
Obstruction
67
CO
46
BT, TS: Wizard
Elemental Union
60
CO, RO: Any but Shrave
Well Traveled
Oculis
44
RO: Enfri
Wrench Turner
59
Empath
51
BT, TS: Wizard
Ofvgar’s Confoundabulator
63
--
Wyldborne
59
-Prerequisites Legend--
--
61
--
Zeal
59
---
Prerequisite
Code
Blur Touched
BT
Creation Only Race Only
Race Specific
Trade Specific
Ofvgar’s Crimson Glow
CO RO RS TS
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Vigilance
58
Weighted Soul
74 75
WIZARD COM PLEX FE ATURES Prerequisites
Features Ablex
TS: Wizard
Ablex Student
Ablex Student
Ablex Tenant
Ablex Tenant
Ablex Colleague, TS: Wizard
Initiate
Initiate
Asylum
67
Purge
Initiate
Shaper Tyro
66
70
71
71
Shaper Majestic
71
Ritual of Zamaranth
69
Corruption
68
Disrupt
69
Drain Life
69
Zamaranth
Ritual of Zamaranth, TS: Wizard
67
Shaper Tyro
Shaper Adroit
Ritual of Zamaranth, TS: Wizard Ritual of Zamaranth, TS: Wizard
66
66
Shaper Scholar
Shaper Scholar
67
Requiem
Shaper
TS: Wizard
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One Foot In
Initiate
73
Initiate
Manifest
Initiate
72
73
Ephermal
Initiate
72
Phase Nadir
Initiate
Three(3) Magical Effects, Willpower Minimum(Attribute + Skill) of 4d, TS: Wizard
TS: Wizard
75
Phase Harbinger
Phase Harbinger
Shaper Adroit
Ablex Master
Phase Bearer
Phase Bearer
74
75
Phase Initiate
Phase Initiate
74
Ablex Colleague
Phase
TS: Wizard
Page
Prerequisites
Ritual of Zamaranth, TS: Wizard Ritual of Zamaranth, TS: Wizard Ritual of Zamaranth, TS: Wizard Ritual of Zamaranth, TS: Wizard Ritual of Zamaranth, TS: Wizard BT, TS: Wizard
Features
Page
Expunge
69
Grim
69
Haze
69
Marionette
69
Subsidy
69
General Wizard Features
BT, TS: Wizard
Heal, BT, TS: Wizard
Illuminate, BT, TS: Wizard
BT, TS: Wizard
BT, TS: Wizard
Levitate, BT, TS: Wizard
Fly, BT, TS: Wizard
BT, TS: Wizard
Arrow, BT, TS: Wizard
BT, TS: Wizard
Conjure Element
Summon
Blast & Summon
Heal
Illuminate
63
Darken
62
Purify
61
Levitate
Fly
Traverse
Arrow
Blast
Conjure Element
Summon
Alchemical Conjuration
Spell Storm
Side Step
Reality Peak
Dust Lord
Side Step, BT, TS: Wizard Reality Peak
Breach & Spellbind, BT, TS: Wizard
Purify, BT, TS: Wizard
BT, TS: Wizard Demond Thompson (order #5095446)
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65
59
59
60
64
64
66
63
64
65
60
Detain
65
Spellbind
63
Spellbind, BT, TS: Wizard Repel
BT, TS: Wizard
61
Breach
Spellbind, BT, TS: Wizard Inspire
TS: Wizard
61
Stricken
BT, TS: Wizard
BT, TS: Wizard
61
Inspire
Shield
Speed 13
64
64
72
61
61
Prerequisites
Features
Shield BT, TS: Wizard
Barrier
Inspire, BT, TS: Wizard
Revulsion
Speed
Slow
Page
65
62
63
GENERAL COM PLEX FE ATURES Prerequisites
Features
Fellowship Member
Organization Leader
--
BT, Pilfer
Fellowship Member
51
--
Pilfer
54
--
Quick Draw
55
Weapon Mastery
58
Holes
Quick Draw, Weapon Affinity: Specific Weapon Type
Synergist, BT
--
Synergist
Synergist, BT
Synergist, BT
Synchronized Attack
Synergist, BT
Tether
Tether
Bounce
Synergist
Volley --
Quick Draw, Weapon Affinity: Specific Weapon Type
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Sustained
Synergist
Weapon Catch
Correspondence
Cloak
Phalanx
Synergist, BT
--
52
57
Merge
Synergist
54
Synergist
Door
Synergist, BT
Weapon Catch
Page
48
50
53 54
56
57 57
47
58
Weapon Affinity
58
Weapon Mastery
58
Weapon Catch
a
Weapon Redirect
59
Missile Catch
53
WYVINE COM PLEX FE ATURES Prerequisites
Features
Onslaught
Vault
RO: Wyvine RS: Wyvine Lance Inept
Lance Reaper Lance Adept RS: Wyvine
Page
Onslaught
54
Lance Inept
52
Lance Reaper Lance Adept
Lance Prime Brutal
58
53 52
53
47
Brutal
Fearsome
51
Fearsome
Raze
55
Fearsome
Vociferate
58
Raze
Raze & Vociferate Bloodlust
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47 58
HUMAN COM PLEX FE ATURES Prerequisites
Features
Avatar
Scholar of Zurn
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CO, RO: Urbane Blood Ties
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The Ties That Bind
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59
Blood Ties
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Blade Novice
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15 Demond Thompson (order #5095446)
Page
56
41 48
53
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57
48 58
56
47 47
54
Prerequisites
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51 54
TRE’’’UOALL COM PLEX FE ATURES Prerequisites
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Page
Archon
Warrior Archon
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RO: Tre’uoall RS: Tre’uoall
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RO: Tre’uoall
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ENFRI COM PLEX FE ATURES Prerequisites
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Shadow League Initiate
Aterum
47
CO, RS: Enfri
Shadow League Initiate
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Demond Thompson (order #5095446)
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IMMYR COM PLEX FE ATURES Prerequisites
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55
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55
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Manifestation
53
RS: Immyr
Resilience
55
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Resilience
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17 Demond Thompson (order #5095446)
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&&&&&&
OGL OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You must include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Azamar (the Role Playing Game) Player’s Guide and Role Playing Game Core Rules, Copyright 2011, Wicked North Games, L.L.C. Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Cinema6 RPG Framework, Copyright 2011, Wicked North Games, L.L.C. West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc. Cinema6 RPG Framework, d6 Unleashed, WNG, and Azamar are trademarks and properties of Wicked North Games L.L.C. PRODUCT IDENTIFICATION: Product Identity: The D6 System; the D6 trademark, the D6 and related logos; and OpenD6 and any derivative trademarks hold designation as Product Identity (PI) and are properties of Purgatory Publishing Inc. Azamar the Role Playing Game, and derivative characters and character names: (Lord Bowen, Divawd Edgot, Vraacch, Zamaranth, and Zintar), and world character races: (Bu’Col, Enfri, Immyr, Shrave, Tre’uoall, Urbane, and Wyvine); the Cinema6 RPG Framework, the c6 trademark, the c6 and related logos; d6 Unleashed and any derivative trademarks; and all cover and interior art and trade dress hold designation as Product Identity (PI) and are properties of Wicked North Games L.L.C. Use of this PI is subject to the terms set forth in the D6 System/OpenD6 System Trademark License (D6STL). Open Game Content: All game mechanics and materials not covered under Product Identity (PI) above.
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