Azamar - Companion

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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)

5

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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66

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)

62

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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50

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

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HUMAN COM PLEX FE ATURES Prerequisites

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CO, RO: Urbane Blood Ties

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15 Demond Thompson (order #5095446)

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TRE’’’UOALL COM PLEX FE ATURES Prerequisites

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58

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ENFRI COM PLEX FE ATURES Prerequisites

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Page

Shadow League Initiate

Aterum

47

CO, RS: Enfri

Shadow League Initiate

Aterum, Shadow League Agent

Demond Thompson (order #5095446)

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45 56 56

IMMYR COM PLEX FE ATURES Prerequisites

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Page

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55

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--

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53

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55

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17 Demond Thompson (order #5095446)

55

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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.

Demond Thompson (order #5095446)

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