An Introduction
On Encryption
In Summation
Important attributes: Perception and Willpower
Racial restrictions: Windling
Karma Ritual: The Encrypter carefully and writes out the Litany of Runes, or at least all of the runes that he knows or is aware of. After reviewing the meaning of all of the symbols, the ritual is over. If carefully and solemnly done, this should take a half an hour to an hour to complete, depending on how many runes the character knows.
Artisan Skills: Runic Carving, Calligraphy
FIRST CIRCLE
Talents
Craft Kartia (D) *
Karma Ritual
Read/Write Language
Read/Write Magic (D)
Spellcasting (D)
Thread weaving (Encryption) (D)
SECOND CIRCLE
Talents
Durability (4/3)
Item History
Steel Thought
THIRD CIRCLE
Talents
Book Memory (D)
Book Recall (D)
FOURTH CIRCLE
Rune Translation: This ability allows the Encrypter to translate
magical or theoretical text and formulas into existing runes using his Read/Write
Magic talent or half-magic. The difficulty and correct translation are the
Gamemaster's discretion. Things such as the exact magical formula for a
spell the Encrypter has seen before should be fairly easy, say a 5 or 7
for the target number. More complex or vague things such as a magical theory
the Encrypter heard in a conversation should be more difficult, perhaps
between 11 and 14, depending on the character's understanding of the material.
Talents
Arcane Mutterings
Lip Reading
FIFTH CIRCLE
Spell Defense: +1 to the Encrypter's Spell Defense
Talents
Throwing Weapons (D)
Willforce
SIXTH CIRCLE
Physical Defense: +1 to the Encrypter's Physical Defense
Talents
Animate Doll (D) *
Charge Kartia
SEVENTH CIRCLE
Karma: The Encrypter may spend a karma point on any test involving
Perception only.
Talents
Hold Thread
Lifesight (D)
EIGHTH CIRCLE
Spell Defense: +1 to the Encrypter's Spell Defense
Talents
Hypnotize
True Sight (D)
NINTH CIRCLE
Initiative: +2 to the Encrypter's Initiative Step
Talents
Arc Kartia *
Memorize Image
Range Pattern
TENTH CIRCLE
Karma: The Encrypter may spend a karma point on any
test involving Willpower only.
Talents
Called Shot
Life Check
ELEVENTH CIRCLE
Karma: Raise the character's maximum karma by 25.
Talents
Casting Pattern
Shield Beater
TWELFTH CIRCLE
Physical Defense: +1 to the Encrypter's Physical Defense
Spell Defense: +1 to the Encrypter's Spell Defense
Talents
Create Kartia *
Wound Transfer
THIRTEENTH CIRCLE
Animate Intelligent: By spending 3 permanent points of damage,
the Encrypter can perform a blood magic ritual that will endow an animated
doll with sentient intelligence. The doll will take on the characteristics
of a Name-Giver. It has a life expectancy equal to the character's rank
in Animate Doll x2. While the doll's physical characteristics are determined
by the Animate Doll test, the doll's new personality, including its sense
of morality, sanity, and reality, is completely up to the Gamemaster. The
GM may want to base its personality somewhat off of the texts that were
used to create it.
Talents
Create Mundane Object *
Summon *(see comments below)
FOURTEENTH CIRCLE
Karma: Raise the Encrypter's Karma Step by 1.
Talents
Advanced Animation (D)
Multi-Throw *(Multi-Shot for Throwing Weapons)
FIFTEENTH CIRCLE
Unfaltering Will: For 2 permanent points of damage,
the character can permanently increase his Willpower attribute by three
steps.
Talents
Critical Hit
Effect Pattern (D)
*Indicates a new talent, described below.
Advanced Animation
Step Number: Rank + Willpower Step | |
Action: Yes | Skill Use: No |
Karma: No | Strain: 2 |
Discipline Talent: Encrypter |
Animate Doll
Step Number: Rank + Willpower Step | |
Action: Yes | Skill Use: No |
Karma: No | Strain: 2 |
Discipline Talent: Encrypter |
DEX: * | STR: * | TOU: * |
PER: 7 | WIL: 7 | CHA: 6 |
Initiative: Dexterity Step | Physical Defense: As per Dexterity |
Number of Attacks: 1 | Spell Defense: 9 |
Attack: Dexterity Step | Social Defense: 8 |
Damage: Strength + 3 steps, or by weapon | Armor: 4 |
Number of Spells: NA | Mystic Armor: 5 |
Spellcasting: NA | Knockdown: Strength Step |
Effect: NA | Recovery Tests: 1 |
Death Rating: As per Toughness | Combat Movement: As per Dexterity |
Wound Threshold: As per Toughness | Full Movement: As per Dexterity |
Unconsciousness Rating: As per Toughness | |
Legend Points: NA | |
Equipment: NA |
Arc Kartia
Step Number: Rank + Dexterity Step | |
Action: Yes | Skill Use: Yes |
Karma: No | Strain: 1 |
Discipline Talent: None |
Charge Kartia
Step Number: Rank + Willpower Step | |
Action: No | Skill Use: No |
Karma: No | Strain: 1 |
Discipline Talent: None |
Craft Kartia
Step Number: Rank + Perception Step | |
Action: Yes | Skill Use: Yes |
Karma: No | Strain: None |
Discipline Talent: Encrypter |
Create Kartia
Step Number: Rank + Willpower Step | |
Action: Yes | Skill Use: No |
Karma: No | Strain: 2 |
Discipline Talent: None |
Create Mundane Object
Step Number: Rank + Willpower Step | |
Action: Yes | Skill Use: No |
Karma: No | Strain: 2 |
Discipline Talent: None |
Encrypter Rules
When the Encrypter chooses his starting spells, he is considered to have learned all of the texts required to cast the chosen spells.
The Encrypter texts are divided into the same categories that the kartia are: Silk, Mithril, World Tree, and Orichalcum. The category of the text determines which kind of kartia it can be encrypted onto. Silk texts are encrypted onto Silk kartia, Mithril texts onto Mithril kartia, and so on. Texts of one type cannot be encrypted onto a kartia of a different type, i.e. Silk cannot be encrypted onto Mithril and so on.
**A note on the talent Summon: Summon works a bit differently for Encrypters. Instead of weaving a thread to the spirit, the Encrypter encrypts the spirit's name onto a kartia. The encryption acts as a beacon for the spirit to follow. Encrypters summon elemental spirits in manifest form only.
‡ A note on the talent Throwing Weapons: Encrypters can used blank kartia as throwing weapons. Blank kartia have the following damage steps:
Silk: 1
Mithril: 3
World Tree: 5
Orichalcum: 7
Some Notes on Encrypter Spell Magic
When texts are encrypted and the kartia are used to cast a spell, the magical force of the spell consumes the kartia. This effect limits the amount of spell slinging an Encrypter can do. Also, only one text can be encrypted onto a single kartia. Therefore a spell consumes as many kartia as the number of texts required by the spell. Kartia are still consumed if the Encrypter fails his Spellcasting test.
An Encrypter character does not use Throwing Weapons to target someone with a spell. Spellcasting is done as it would be for any other spellcasting discipline. Throwing Weapons is used as a purely physical attack form. Thrown kartia have no texts encrypted onto them.
A note on the talent Thread Weaving (Encryption): In the Encrypter spell list, each spell is listed with a text combination needed to cast that spell. All spells require at least 2 texts to cast the spell, even if the spell has no threads. Otherwise, a spell will have a number of texts equal to one plus the number of threads the spell requires. For example, a 2-thread spell will have 3 texts. The number of texts a spell requires has no impact on the number of threads the spell has or how long it will take to cast the spell. For game mechanics, the extra text is considered to be encrypted right before the spell is cast (during the same round).
Encrypter Spell Design
In the realm of Spell Design, Encrypters have an advantage over other spellcasters. Instead of writing complex formulas, Encrypters have a "trial-and-error" style of spell design. When an Encrypter thinks that he has certain texts that can be used together to create a spell effect, he spends time encrypting the texts onto kartia and watching the result. Sometimes the magic just fizzles, and sometimes a spell is discovered. All Encrypters can use this method starting at First Circle.
To attempt discovering a spell effect from a text combination, the player should approach the gamemaster with the intention of discovering a new spell. The player then tells the GM what texts he is going to attempt to mix and what manner of effect he is hoping for. The GM should then consult the Encrypter spell list to see if the combination already exists. If it does, then the player has a chance of discovering the spell. If the combination does not exist, the GM should allow the player to try anyway. The player's time will be spent discovering that there is no spell with the desired combination.
To attempt a discovery, an Encrypter should make a Thread Weaving test against the Reattuning difficulty of the spell. (The GM should not reveal this target number, since the Encrypter does not know the spell or may even be making a futile attempt to discover a spell that does not exist.) The Encrypter must make a number of Thread Weaving tests equal to the number of threads the spell requires, with a minimum of 1. Each Thread Weaving test requires 1 day of study. If a Thread Weaving test fails, the day is wasted and the Encrypter must start over. If all necessary Thread Weaving tests are successful, the Encrypter can then make a Spellcasting test against a difficulty equal to the spell's circle x2. If all tests are successful (and there actually is a spell to discover), the Encrypter learns the spell and can add it to his Grimoire. Whether or not the test was successful, the Encrypter must still expend a number of kartia equal to the number of Thread Weaving tests he made attempting to discover a spell.
Note that Encrypters can still learn the spell design talent knack and create their own spells. This "trial-and-error" method is simply for discovering spells that already exist.
Necessary Encrypter Files
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