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Vagaries

Choose any 3 available to you

You may purchase an additional 2 after character creation.

Open List

Aether Gifted

Clout

Delay Death

Direction Sense

Gut Feeling

Luck

Natural Inclination

Magical Aptitude

​Mental Acuity

Qisma

Sinewy

Awakened

Antisomnus (Haltia)​

Evanesce (Aswang)

Instinct (Nahual)

Intellectuality (Haltia)​

Lissome (Aswang)

Magnetism (Aos Si)

Mend (Aos Si)

Osore (Aswang)

Presage (Nahual)

Puissant (Max’ji)

Resiliency (Nahual)​

Sapient (Max'ji)

Simulacrum (Aos Si)​

 

Souse (Max'ji)​​

Swift Craft (Haltia)

Regional

Aetherlore (One Republic)

Influx Psy’copothy (Laguna)

Legionnaire (Lowlan Borough)

Perceptiō (Highlands)

Stryker Tierce (Highlands)

Rites Master (Templeton)

Machinist Trade Boost (One Republic)

Trade

Nimble Fingers (Artīrion)

Journalism (Newshawk)

Merchant’s Purse (Peddler)

Cut Purse (Procurer)

Inner Earth Orientation (Prospector) 

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Aether Gifted: the use and control of aether comes naturally to these Awakened, as if it’s just an extension of themselves. They are capable of casting any glamours they know an unlimited amount of times without wearing themselves out. Glamours are easier to learn than other charms for these Awakened and only cost 1XP to learn.

Aetherlore (Regional - One Republic): due to the University in this region a general higher understanding of aether is commonplace amongst locals of the One Republic. This acts as an extra tier to the character's knowledge of Aether bestowing the lore talent if it is not already learned. This allows the talent to have a max tier higher than normally allowed.

Antisomnus (Awakened - Haltia): these Awakened are immune to sleep and sleep-like status affecting charms and aether effects.

 

Clout: this is the influence an individual holds in one of the many ascendencies of life. This Vagaray may be purchased multiple times, up to three in a single field at character creation, and up to a maximum of four separate fields total. The more clout ranks in a given field one may have, the more sway they’re able to pull (max of five ranks in each available).

     Ascendencies Available

Aristocracy

  • knowing the who's who of the aristocratic world. Understanding the ins and outs of how to conduct oneself in a courtly manner, who to rub elbows with, who to avoid, and who can be called on for favors. One free use of faux pas per half day in matters pertaining to aristocratic functions or dealings.

Covens

  • you are connected with a network of independent groups of practitioners that periodically share their personal developments, gramaryes, and spell component discoveries. These groups focus more on traditional methods and learning the ways of the ancient days. Receive a monthly almanac, be granted access to the yearly seasonal gatherings, and learn of new rituals that are being developed/discovered.

Floating World

  • this is the splendorous world of gambling, excess, and entertainment that others only dream about, but you've been raised and well versed in. You have first hand knowledge of the secret entertainers communication system, their ranking guidelines, and etiquette of the floating World. Receive insider discounts, learn new entertainment methods, transfer from one house to another or find trained assistance for yours, and be the first to express the newest fashions and trends.

Harvesting Unions

  • you are a proud gatherer and keep up with the developing news for better methods of harvest and production. Be the first to learn of new fertilizing methods, better animal crosses, be privy to rare heirloom seeds or specially developed tools, share maps and schema, and learn of shortages/abundances across the realm. Be privy to industry meet ups and rare opportunities.

Heraldry

  • you are well versed in the symbology and meanings of the heraldry across the realm and can understand the subtle innuendos included in each coat of arms. Additionally you still have friends in high places (or maybe indebted enemies) and can help certain records get places faster or maybe even disappear entirely. You're granted access to public record halls and sometimes personal files of those local residents.

Militia

  • you have served your time as a trained member of a militia force. You know the code words, the requirements, the drills, and the maneuvers like no one else and you can call on your team in times of need, even if you're retired from the life, there is a loyalty amongst members like no other. Call on your group for assistance in war time for supplies or aid in numbers.

Regional

  • choice of any available region (Laguna, One Republic, Lowlan Borough, Highlands, Templeton, New Calif, Rado, or Midlund). You know this region and the region knows you. You can navigate with ease, know all the right places to shop at, and all the best spots in town. You can pull favors or find out info of goings on in this realm. Receive regular updates of the biggest headline news and acquire regional specialties easier than others.

Science

  • you are a person of science! You read everything you can get your hands on of the most recent experiments and findings. You're also in league with many others like yourself and as such, are the first to learn of new alchemical and scientific discoveries. Receive help with your experiments and learn of new schema.

Sentinel's Post

  • you need money and you have muscle, so you joined the Sentinel's Post, the organization people go to when they need protection. Receive odd jobs when you need a pay out and get access to the Sentinel's Board where other odd jobs are posted.

Sybil Services

  • either you yourself are some kind of Seer, or you're just really into that sort of thing. Gain aid in large queries or send a small query off to be answered.

Syndicate

  • others aren't aware you're a member of this conglomerate and that's how it'll stay. Sometimes they ask you to carry out nefarious jobs. You don't know who your boss is and they like it that way. It's a job that pays and you don't ask questions. Do good enough and sometimes you can ask for favors in return, like covering up for that body you just accidentally murdered...

The Order of Aether (TOA)

  • dedicated to all things Aether and wondrous. At the epicenter of this organization lies a vast library where all the newest Aether research is stored. Unfortunately this wasn't planned from the beginning and only started as one Magus' obsessive hoard which she left to the group in her passing. As such it's a bit disheveled and can be difficult to find things, but it's all there. Granted access to the library any time someone wants to travel to it and gain help in Aether research.

Trade Guilds

  • nearly every Trade houses a Guild Hall in each major town, gain help in your career or make a request to learn new skills through them. They often ask for you to assist their endeavors in exchange for the training and membership.

Underworld

  • we won't ask, but you've somehow managed to make friends in low places. Often this grants you access to stolen goods or a way to fence some you may have acquired. You might also be able to find out info on going ons through these connections.

University

  • greetings Alumni. Somehow you've managed to attend one of the prestigious Universities for Aether studies in One Republic or Laguna, and as such are well versed in your craft. Start play with an extra spell under your belt and gain access to their library, facility, and alumni perks.

Cut purse: reduces the size clothespin used for Steal by half

Delay Death: adds 10 seconds to the character's death clock. (Stackable up to 3) Any extra time added to the death clock must be dramatically roll played out as the character's sheer will to live

Direction Sense: this character can always tell which direction is north after closing their eyes and concentrating for 10 seconds

Influx Psy’copothy (Regional - Laguna): inhabitants of this region seem to operate with a skewed sense of sanity. (it is rumored that there is something in the water here) Enchantments work only 50% of the time on these individuals.

 

Inner Earth Orientation - the ability to  not lose your sense of direction while traveling the Inner Earth.

Instinct (Awakened - Nahual): the beast portion of your heritage lends you heightened senses, gain insight that others may not be able to pick up on. You can not be snuck up on  (unless silence or quiet step is active, if there is mass combat happening, or there is a loud environment) because you hearing is keen enough to detect the footfall. Many poisons would not trick you as you may smell their ingredients. Being in the presence of evil beings causes a sense of unease and may cause the hair on the back of one's neck to stand on end.

Intellectuality (Awakened - Haltia): +1 shadow mark to the Int Aptitude

 

Journalism (pre-req ): +1 income at check in for submitted articles, up to 3 per event

Light Sleeper: negates first melee attack if sleeping. Can not be surprised while sleeping if attacker is within melee range.

 

Lissome: (Awakened - Aswang) these Aswang are especially adapted to nimble and dexterous acts, as such they receive +1 shadow mark to their Adroitness Aptitude
 

Luck: once this Vagary is used it is permanently removed from the character and can be repurchased for twice the cost. The weavers of fate favor this character and allow for them to avoid a single devastating attack of up to 20HP worth of dmg, one status effect, or to add 30 seconds to their death clock on a single occasion (player’s choice).

 

Magical Aptitude: the open Tier 0-1 gramaryes lists are treated as in class for this character

 

Magnetism (Awakened - Aos Si): many find that these Awakened have something about them that makes them easy to talk to or get along with and as such, make it much easier for these Awakened to persuade others to their cause. +1 shadow mark to these Awakened's Appeal Aptitude.

Mend (Awakened - Aos Si): you can repair any Tier 0 item, even if you don't know how to create it. The supplies needed to make the repair are still required.

 

Mental Acuity

Merchant’s Purse (pre req - Peddler trade): +1 to income/per day a shop was set up. Rewarded at closing.

 

Natural Inclination (Awakened - Any): XP cost to purchase any Gramarye that your Awakened is naturally inclined to is 1XP cheaper per purchase, to a minimum of 1XP. This Vagary can counter or stack with a Realm's Efficiencies and Inefficiencies. 

Awakened
Dominion Inclination
Nahual
Divination
Max'ji
Evocation
Haltia
Abjuration
Aswang
Thaumatourgia
Aos Si
Enchantment

Osore (Awakened - Aswang): cause an unsettling feeling or outright fear in a target. Feared targets will try to leave the presence of the Aswang as quickly as possible. A charging foe will avoid the Aswang and instead redirect their ire elsewhere in battle. If no path to leave is available the target may instead, fall prone and cower.

 

Perceptiō (Regional - Highlands): player can not be snuck up on or surprised in a forest setting

 

Presage (Awakened - Nahual): this is a passive Vagary which alerts a player if there is someone within 20’ who is a higher threat level than themselves. This registers as a pressure behind the player’s nose bridge.

Puissant (Awakened - Max’ji): these Awakened manage to efficiently pull from their source of power and as such, are capable of casting gramaryes from a larger pool. Gain 5 points to your sakti pool in each tier as they unlock.

 

Qisma: the weavers of fate may not favor you in matters of luck, but they certainly regard you as a key element in their weave. The little voice in your head seems to be louder than what other people seem to experience. At times it may nudge you to let you know to keep looking in an area, may warn you of grave danger that you're approaching, or pull you towards a person or place. 

 

Resiliency (Awakened - Nahual): these Awakened are unswervingly hearty or adaptable and can roll with the punches. They receive +1 shadow mark to their Vitality Aptitude
 

Rites Master (Regional - Templeton): Templeton is a region rife with ritualism built into the very core of its culture. It is here that the first rituals were discovered and it is here that has developed the largest collection of rituals and ritual understanding. Gain the lore "rituals" if you do not already have it or add a tier to your knowledge of it if you do. This increases the max allowable tiers in this talent by one. If this Vagary is taken at character creation the character additionally enters play with two random rituals.

Sapient (Awakened - Max'ji): your mind is particularly shrewd, gain a shadow star in Sagacity.

Simulacrum (Awakened - Aos Si): you are capable of appearing as any similarly sized, non-complex, inanimate object that you are near. The object must not be a machine or an item with multiple moving parts. You look like a copy of the object so long as you do not move. Non magical means of seeing things will not break the illusion, but items or spells that see through items hidden by aether may be able to see you. You can remain in this form so long as you maintain your concentration. If you move, cast a gramarye or activate one, or take on a form of something that should produce an effect and someone interacts with you, the illusion breaks and you can be seen as normal. For example-You could become a chair and be sat on, a door and be opened, but were you to look like a water pump and someone try to draw water from you, suddenly they would realize that they are holding your arm and see that you're saying "squeak woosh". One could take the form of a tree, but if it were a very windy day people would notice that your branches aren't blowing properly and suddenly see you standing with your arms raised above your head.

 

Sinewy: these Awakened are borne of heartier stock and receive +1 shadow mark to their Force Aptitude

Souse (Awakened - Max'ji): once per event this Max'ji can attune to a core Aetheryte for five minutes of uninterrupted contact with it while meditating. At completion the character's Aether pools all refill half way, but the character immediately falls into incapacitated (0hp) from the exertion of the strain it causes their body.

 

Stryker (Regional - Highlands): character may choose a trade from the region's specialty warriors

Swift Craft: (Awakened - Haltia) choose one arm of a crafting tree to specialize in. You do not have to already have learned the talent to take this Vagary. Swift Craft will activate once you have learned how to craft the branch. Once per half day you can craft any item Tier 0 - 3 of that branch and create it in half the time it would normally take. This time can not be further reduced by gramaryes or aether effects unless otherwise stated. For example: if one were to choose Metallurgy(Armour) they could create any armour item at half the time listed on a schema.

© 2024 by A M Rodriguez. 

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