The Living One

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|-|Technology= 
|-|Magick= 
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==Summary==
The Living One is the player character of Arcanum. Though their race, gender, background and other details about them vary greatly, they are the only survivor of the IFS Zephyr, leading a man named Virgil, who would go on to become their companion, to believe them the reincarnation of Nasrudin, the god of the Panarii religion, prophesized with stopping the return of Arronax, the devil figure of the Panarii.
Through many hardships, quests, twists and reveals, the Living One will find their view of the world and themselves subverted repeatedly, but is ultimately the one on whose shoulders the fate of all of Arcanum will rely.
==Powers and Stats==
Tier: | At least , higher with Kryggird's Falchion
Name: Varies, known as "The Living One"
Origin: Arcanum: Of Steamworks & Magick Obscura
Gender: Male or Female
Age: Varies. The protagonist will always be a young adult at the start of their life, but their actual age will vary greatly depending on species.
Classification: Human, Elf, Half-Elf, Dwarf, Gnome, Halfling, Half-Orc or Half-Ogre
Powers and Abilities:<tabber>
|-|Base/Miscellaneous= Superhuman Physical Characteristics, Genius Intelligence, Social Influencing (The Living One's Charisma represents their ability to convince and manipulate people. Maximum Charisma characters will never be abandoned by their allies, even if their actions greatly clash with their ideals), Supernatural Willpower (A character's Willpower governs some of their statistics, serves to resist against all spells aimed at the mind and can be raised to extreme levels), Fate Manipulation, Probability Manipulation, Empathic Manipulation, Healing and Purification (The Living One has a small amount of Fate Points that can be spent at any moment to ensure a success in their next action, no matter how unlikely. Its effects can include. Restores all of the player character's Health points, Fatigue points, and curing all Poison, making a character much more attracted to them, guaranteeing a critical success on their next attack or a critical failure for the foes' next, guaranteeing a resistance against the next resistable spell cast on them, guaranteeing the success of the next spell cast, guaranteeing success at gambling, healing, pickpocketing, repairing items, picking locks or disarming traps), Regeneration (Low. Characters recover HP while sleeping, even on rough terrain), Small Size (Type 0. Most Dwarves, Halflings and Gnomes are well under 130 cm, with Gnomes rarely surpassing 100 cm and Halflings never reaching 85), Large Size (Type 0. Most Half-Ogres are over 300 cm tall), Enhanced Senses (At maximum Perception, a character's awareness is so finely tuned that they are capable of seeing invisible entities. Dwarves, Gnomes and Halflings have acute senses of taste, hearing and smell, with Gnomes and Halflings in particular having unparalleled senses of smell/taste respectively, while Elves have impressive eyesight that allows them to see through long distances even in the dark), Longevity (Dwarves boast a lifespan of almost 600 years, Gnomes 500, Halflings and Half-Elves 400 and while a full Elf's inherent lifespan is unknown, likely over 1000, they can extend it even further through simple magic), Blessed and Empathic Manipulation (The Living One can receive various blessings that render them more powerful in various fields or more appealing to othersArcanum (2001) - Brigitte, Stillwater) 
|-|Skills= Weapon Mastery and Martial Arts (The Bow, Melee, Throwing and Firearms stats determine the Living One's prowess in the related skills, with Melee also increasing prowess in unarmed combat), Instinctive Action (Even a character with few points into Dodge will avoid attacks automatically, and their prowess in this will increase greatly with investment and training), Stealth Mastery (A Prowling master can sneak under bright light, while running, without need of cover and even mid-combat. Additionally, a Pick Pocket master is rarely ever caught when failing, can plant items on people without ever being noticed and can even steal large items, a Pick Locks master can rapidly pick the toughest locks even under darkness and a Backstab master ignores the foe's armor when backstabbing, can do so with axes and swords as well as daggers and has a very high chance of a critical success), Social Influencing (A master of Persuasion is capable of great feats of manipulation. They can, for example, convince potential party members to join even if they are severely morally opposed to them, such as convincing Good characters to join them while openly Evil and on a quest to destroy what they hold dear. Also, they are capable of convincing Kerghan, a 2000 years old necromancer who for most of his life has been convinced, through observation and experience, that life is an aberration that must be ended to return all souls to a peaceful afterlife, to not destroy the world, by forcing him to admit that his philosophy may have been warped by his own perspective and is as such only relative, rather than absolute. As a result, Kerghan agrees to let the Living One destroy him, so that no one may ever call upon him againArcanum (2001) - Kerhan, The Void A Haggle master can greatly cut down prices and convince shopkeepers to buy and sell items they normally wouldn't, while a Gambling master can convince their 'mark' to gamble away things that they would never sell), Pressure Points (Has received very thorough training in anatomy to inflict as much damage as possible with a backstabArcanum (2001) - Edmund Craig, Roseborough)
|-|Magick= Physics Manipulation, Electricity Manipulation and Technology Manipulation (The presence of Magick unpredictably alters the laws of physics nearby, to the point that Technology and Magick are diametrically opposite forces, and practitioners of the latter are not allowed near mechanisms such as trains for fear of causing disasters, and Tech and Magick will work less on those who are strong in the usage of the other to the point of providing actual resistance to their attacks), Dimensional Manipulation (The usage of Magick creates a rift in reality that temporarily binds it to a smaller sub-universe governed by that MagickArcanum (2001) - University Court Library, Tarant), Magic, Resistance Negation (Certain spells are much more difficult to resist than others even if the target has an inherent resistance to magick), Telekinesis (Disarm can knock an enemy's weapon out of their hands, Unlocking Cantrip can be used to remotely open locks and Unseen Force can blast foes away), Spatial Manipulation (Spatial Distortion transports the caster to another spot), Teleportation (Can teleport across the country of Arcanum with Teleportation), Extrasensory Perception (Can sense a target's alignment with Sense Alignment and see all of their statistics with with Read Aura. Can see within a container with See Contents, determine all of a magical item's properties with Divine Magic and see invisible things with Sense Invisible), Statistics Amplification (All of the Elemental Colleges include a spell that increases the target's statistics. Vitality of Air increases Constitution, Strength of Earth physical strength, Agility of Fire dexterity and Purity of Water beauty. Resist Magic increases resistance to magic), Transformation and Transmutation (All of the Elemental Colleges include a spell that transforms the target into the related element. Body of Air renders targets almost immobile but nearly impossible to hurt, Body of Stone slows them down but renders them tougher and stronger, Body of Fire hurts those nearby it and Body of Water renders one unable to attack, but nearly impossible to hurt. Hardened Hands allows a target to inflict more damage with bare-fisted attacks, while Polymorph transforms a target into an innocuous animal), Summoning (The Council of Summoning completely focuses on summoning creatures of progressively greater power, ranging from a swarm of insects to powerful demons and familiars. All of the Elemental Colleges can summon a respective Elemental to aid the caster in battle. Succour Beast summons an animal which will immediately attack the caster’s enemies. Summon Undead summons an Undead creature that will attack all nearby creatures including the caster), Poison Manipulation and Acid Manipulation (Can cast large clouds of caustic Poison Vapours), Air Manipulation (Can call upon an omnidirectional blast of air with Call Winds), Earth Manipulation (Can attack or defend by summoning rocks with Stone Throw and Wall of Stone), Fire Manipulation (With Wall of Fire), Plasma Manipulation and Explosion Manipulation (Fireflash unleashes an explosive ball of superheated plasma), Weather Manipulation (Squall of Ice summons a damaging storm of ice and sleet while Call Fog creates a billowing mist that completely obscures vision), Forcefield Creation (Shield of Protection and Wall of Force create magical shields), Electricity Manipulation (With Jolt and Bolt of Lightning), Deconstruction (Disintegrate eliminates the binding force between atoms, completely breaking apart the target), Empathic Manipulation (Charm renders one more attracted or kinder towards the caster), Status Effect Inducement (With Stun), Willpower/Stamina Reduction (Drain Will halves the target's stamina/willpower), Fear Manipulation (Nightmare affects targets with incredible fear causing them to run away), Mind Manipulation (Dominate Will controls the minds of the target), Magic Negation (Disperse Magic and Dweomer Shield cancel magic, with the latter preventing any from affecting the one it surrounds. Bonds of Magic completely prevents a target from casting spells), Attack Reflection (Reflection Shield bounces spells back at the caster), Size Manipulation (Can Shrink foes to half their size), Statistics Reduction (Weaken lessens resistance to spells and Strength), Petrification (Flesh to Stone transforms the target into an inanimate, though still living statue), Animal Manipulation (Charm Beast renders animals friendly to the target, though not to the point of preventing them from fighting back if attacked, while Control Beast assumes direct control of their minds), Plant Manipulation (Entangle imbues a patch of vegetation with motion to make it grasp and hold foes, slowing them down), Healing (Minor Healing and Major Healing heal a target. Regenerate causes all party members to heal faster for as long as it is maintained), Energy Projection (Harm inflicts damage through unknown means, though seemingly an energy blast of some sorts), Life Manipulation (Quench Life does a large amount of damage to the target creature by draining their life force, but has no effect upon undead), Necromancy (Conjure Spirit allows the caster to speak with the spirit of the target corpse upon which it is cast. They are in great agony as long as they're forced to remain in this world, and as such they can usually be easily convinced to tell the caster anything they want, with the promise of breaking the spell in return. Create Undead animates the target corpse, which will follow the caster, and in combat, will attack their enemies), Purification (Halt Poison partially or fully cures a target of poison), Holy Manipulation (Sanctuary protects the caster from Undead, causing them not to attack), Resurrection (Resurrect spell returns the target creature to life, with full hit points and no poison, even if they were brutally mauled by the killing blow), Light Manipulation (Illuminate raises the light level in an area surrounding the target creature and if cast on a creature, the area will move with the creature. Flash emanates brightly enough to temporarily blind a target creature), Illusion Creation (Blur Sight increases the armor class of the caster by rendering them harder to see and, as a result, hit. Phantasmal Fiend creates the illusion of a formidable monster. If a creature doesn't resist it, it will believe the illusion and attack the monster in favor of the caster. The illusionary monster lasts until killed or dispelled), Invisibility (With Invisibility the target becomes invisible and cannot be seen by any other creature unless they attack, when they are seen briefly as a translucent image and may be targeted for attack), Sealing (Magelock effectively locks any door or chest, preventing them from being opened), Time Stop (Stasis paralyzes the target creature by freezing them in time), Time Manipulation (Congeal Time halves the Speed of all creatures in the vicinity of the caster, while Hasten doubles the target creature’s Speed, through accelerating them in time. Tempus Fugit speeds the caster and their entire group, granting a huge increase to Speed, while slowing down every other creature in the world)
|-|Technology= Physics Manipulation and Magic Negation (The presence of Magick unpredictably alters the laws of physics nearby, to the point that Technology and Magick are diametrically opposite forces, and practitioners of the latter are not allowed near mechanisms such as trains for fear of causing disasters, and Tech and Magick will work less on those who are strong in the usage of the other to the point of providing actual resistance to their attacks. Some technological items, such as the Flow Disruptor, are specially designed to disrupt magic), Enhanced Senses (Helmet of Vision enhances eyesight even in darkness, as do Eye Gear and Goggled Helmets. Wheel Clan Spectacles allow one to see through otherwise foolproof illusionsArcanum (2001) - Wheel Clan Entrance), Poison Manipulation (With various Envenomed Weapons that carry poison powerful enough to kill with just a light wound, as do autonomous Poison Arachnid robots. Can create poisons directly and has access to Mustard Gas Grenades), Fire Manipulation (Pyrotechnic Axes unleash flames when swung, as do the bullets of the Pyrotechnic Guns and Bows, Molotov Cocktails Fire Obstructions and Flamethrowers), Healing (Various concoctions created through Herbology heal those they are administered to, with the Clockwork Physician doing so automatically. Medical Arachnids will heal their owner and its allies in battle), Light Manipulation (Has access to Flash Grenades. Illuminated Decoys carry a light meant to aid in dark dungeons), Explosion Manipulation (Can develop a great variety of explosives and even shoot some of them with Grenade Launchers. Explosive Decoys will suicide-bomb foes), Acid Manipulation (Can craft powerful acids. Acid Guns shoot capsules of acid at foes), Sleep Manipulation (Tranquilizer Guns instantly put targets to sleep as can Sleep Grenades. Anasthetizers can do the same for days on end), Electricity Manipulation (Tesla Guns blast foes with electricity, as do Tesla Rods, while Charged Swords and Shocking Staves deliver it on contact and Electrocution Grenades through a blast), Statistics Amplification and Statistics Reduction (Various Smithy pieces of equipment increase the wearer's physical strength when worn and Charged Rings increase the wearer's reflexes and power. Consumables such as Invigorators, Fortifiers or various developed through Therapeutics temporarily or permanently increase and decrease statistics. Mental Inhibitors temporarily greatly reduce the target's mental capacities), Magnetism Manipulation (A Chapeau of Magnetic Inversion uses strong magnetic forces to deflect all bullets and arrows), Regeneration (Low-Mid. Healing Jackets bestow accelerated healing speed as do Accelerate Healing concoctions, even letting one heal from a disembowelment), Purification (With Poison Cure), Resurrection (Reanimators can resurrect the dead, and Necromizers raise them as mindless zombie servants), Mind Manipulation (Elixirs of Hypnotic Suggestion allow the user to fully control those they are administered to), Animal Manipulation (Animal Scent renders aggressive beasts who smell it peaceful), Illusion Creation (Hallucinite and Hallucination Grenades induce realistic illusions in those who are exposed to them), Paralysis Inducement (With Paralysis Grenades, Paralyzers and Potions of Paralysis), Smoke Manipulation (With Smoke Grenades), Status Effect Inducement (With Stun Grenades)
|-|Other Items and Equipment= Curse Manipulation (Various pieces of equipment are Hexed, which casts possibly permanent negative effects on the wielder), Statistics Amplification and Statistics Reduction (Many consumables and pieces of equipment increase and/or decrease stats), Light Manipulation (Certain items, such as the Helm of Light, cast light around the wearer), Magic (Various pieces of equipment aid in casting spells, or can be used to do so on their own), Plant Manipulation (Upon a crit, the Nature's Wrath Helm casts Entangle on foes), Healing (With various potions), Purification (Certain Potions cure Poison or offer pre-emptive protection from it), Sound Manipulation (Rings of Silence muffle the wearer's footstepsArcanum (2001) - Albert Leek, Caladon), Absorption (Consuming Plate Mail drains the wearer's stamina), Damage Boost (The Reaper's Axe deals extra damage to undead), Summoning (Various weapons will sometimes summon entities, whether allied, neutral or enemy), Disease Manipulation (The Sword of Sickness seemingly infects its foes with some disease, though in game this is represented by poison damage), Blessed (With the Blessed Bow), Fear Manipulation (The Bow of Terror can inflict fear), Life Manipulation, Soul Manipulation and Resurrection Negation (The Vendigroth Device turns a mage's powers against them when they are trying to restore their life force, draining it insteadArcanum (2001) - Nasrudin's Resting Place and severing their soul from the world forever, preventing any resurrectionArcanum (2001) - Pelojian, Tulla), Sealing (The Blade of Xerxes must be used to kill demons possessing hosts, as otherwise they will be free to roam the Earth afterwardsArcanum (2001) - The Legend of T'erre-d'-V'nt), Weapon Control (Azram's Star returns to the user after being thrownArcanum (2001) - Clarissa Shalmo, Blackroot)
|-|Resistances= Resistance to Poison Manipulation and Acid Manipulation (Can resist caustic Poison Vapours through sheer Constitution even without Poison Resistance. A character with maximum Constitution is immune to all poisons, and resistance to them can be acquired through various other means, despite some of these poisons being powerful enough to kill just off a single graze), Fire Manipulation (Can resist Fire damage through the related stat), Electricity Manipulation (Can resist Fire damage through the related stat), Magic (Can resist Magick through magical resistance, causing any and all spells to have lesser effect on them. This is in addition to the capacity that they have, through Constitution and Guts, to resist the effects of spells meant to affect them), Disease Manipulation (Dwarves boast impressive resistance to diseases), Temperature Manipulation (Can resist the extreme heat from spells such as Fireflash, which blasts with plasma), Ice Manipulation (Can resist the damage inflicted by Squall of Ice), Electricity Manipulation (Can resist electric attacks such as Jolt and Bolt of Lightning), Deconstruction (Can resist Disintegrate, which eliminates the binding force between atoms, completely breaking apart the target), Empathic Manipulation (Immune to Charm, which normally renders one more attracted or kinder towards the target), Status Effect Inducement (Can resist Stun), Willpower/Stamina Reduction (Can resist Drain Will, which halves the target's stamina/willpower), Fear Manipulation (Can resist Nightmare, which otherwise affects targets with incredible fear), Mind Manipulation (Immune to Dominate Will, which controls minds), Statistics Reduction (Can resist Weaken, which otherwise lessens resistance to spells and Strength), Size Manipulation (Can resist Shrink, which otherwise shrinks a target to half its size, weakening them as a result), Petrification (Can resist Flesh to Stone, which otherwise petrifies targets), Transmutation (Can resist Polymorph, which otherwise turns the target into a harmless animal), Life Manipulation (Can resist Quench Life, which otherwise saps a great deal of the target's life force, inflicting serious damage), Illusion Creation (Can resist Phantasmal Fiend, which otherwise causes one to hallucinate a large monster), Time Manipulation (Can resist Congeal Time, which otherwise slows down a foe in time), Time Stop (Can resist Stasis, which otherwise completely freezes foes in time), Death Manipulation (Even when Good or Neutral-aligned, the Living One can look at or even wield the Bangellian Scourge, an act which is supposed to kill them immediatelyArcanum (2001) - Stringy Pete, Stringy Pete's Cove)</tabber>Attack Potency: Small Building level (Comparable and eventually superior to Automatons who can smash through large boxes. Can cast Fireflash and many spells much more powerful than it) | At least Large Island level+ (Superior to Arronax, who in one blow wiped out the entirety of the Vendigroth Wastes, Kerghan, who greatly surpassed Arronax' prime and defeated him and Nasrudin, who tore open a large, deep pit into the bowels of the Earth when casting Arronax to the Void), higher with Kryggird's Falchion (The Falchion is the only weapon capable of piercing Kerghan's regenerative shield through sheer power)
Speed: At least Transonic (Capable of dodging rifle fire at close ranges. Can fire arrows at an extremely high rate), higher with certain spells and pieces of equipment, up to at least Supersonic with firearms | At least Transonic, higher with certain spells and pieces of equipment, up to at least Supersonic with firearms
Lifting Strength: Up to Class 1 (Can, with the proper equipment, species and stats, reach up to 34 permanent Strength. Since each point of strength allows one to carry 500 stone, or 50 pounds, more, this grants them the capacity to carry up to 770 kg, if with difficulty) | Up to Class 1
Striking Strength: Small Building level | At least Large Island level+
Durability: Small Building level | At least Large Island level+
Stamina: Superhuman. Can fight after being backstabbed by Dr. Edmund Craig, the backstab master, who has very thorough training in anatomy to inflict as much damage as possible, usually instantly killing the target. Capable of walking through wilds for days on end and adventuring through monster-filled dungeons. Can recover from unconsciousness in minutes. A statistics equal to 20 is noted to be a rare, extraordinary event and reaching such a level in Constitution will grant stamina sufficient to straight-up reach immunity to poisons. Various items can replenish or increase stamina even further.
Range: From Below Standard Melee Range (If playing a Small race) to Kilometers with weaponry, Tens of Meters with most Magick.
Standard Equipment: Characters start with a small amount of gold that they can use to purchase items before the game starts.
*Optional Equipment: Items listed in the Technology section of NA&T, Armor, Weapons, Potions and other.
*Can Create/Summon: Various mechanical automatons, Fire, Water, Air and Earth Elementals, Animals, Undead, Orcs, Ogres, Demons, Familiars
Intelligence: From Below Average to at least Genius. Low Intelligence characters will be comically stupid, being incapable of formulating anything more than simple sentences, while a character with higher investment into the intellectual stats is a true master of their fields, which can include things such as martial skill, Persuasion, various fields of Magick (Which is said and implied to be actually more difficult than Technology) and Technology (Which all culminate in officially receiving a Doctorate) and much more, receiving training from the absolute best in the field across all of Arcanum and often becoming their peer, sometimes even without their help.Arcanum (2001) - J.T. Morgan, Caladon Maximum Intelligence allows a character the ability to sometimes succeed in fields that they aren't skilled in through, presumably, sheer knowledge or adaptability.
Weaknesses:
*Note that build in Arcanum cannot comprehend the full breadth of options available all at once, as the amount of points that can be expended on leveling up attributes is finite. Additionally, Magick and Technology counter one another, and as such a character who is proficient in one will not work well with the other, with Technological characters being incapable of using Magick Scrolls or gaining the full benefits of Enchanted Equipment, and Magick Characters having a chance of making technology go dangerously awry. A balance is possible, but it means not drawing out the full power of either side.
*Certain races cannot reach the maximum of stats they are naturally lacking in. For example, an Elf will be incapable of reaching max Strength due to their species' naturally low STR, while a Half-Ogre will be similarly incapable of reaching max Intelligence.
*Half-Ogres cannot use guns and other technological items because their hands are too big.
Notable Attacks/Techniques:<tabber>
|-|Statistics=
Stats: A statistics equal to 20 is noted to be a rare, extraordinary event and brings additional bonuses. 
*Strength: Being the raw muscle power of a Character, Strength determines how much physical damage the Character can inflict with a blow, as well as how many blows he or she can withstand; how many items he or she can carry; and how far any given item can be hurled. Some weapons have a minimum Strength requirement to operate them effectively; a person without sufficient brute Strength will be unable to wield them. Maximum Strength increases damage inflicted even further.
*Dexterity: Being the overall bodily coordination of the Character, this Statistic affects the Character’s performance in more Skills than any other. Maximum Dexterity increases speed even further.
*Constitution: Being the body’s limit of endurance, this Statistic determines how easily a Character will become fatigued, the rate of healing, and his or her resistance to poison. Maximum Constitution guarantees immunity to poisons.
*Beauty: Being the cosmetic appearance of the Character, this Statistic will determine whether the first response of ordinary persons, before the Character has a chance to speak to them, will be attraction or repulsion. Maximum Beauty increases this effect even more.
*Intelligence: Being the measure of a Character’s Cerebral power, Intelligence has an impact on several Skills, as well as being the limiting factor in the learning of Spells and Technological Disciplines, and for maintaining Spells. Also, a Character’s verbal acuity is based primarily on his or her Intelligence. A person of low Intelligence has distinctly limited choices in dialog. Maximum Intelligence allows a character the ability to sometimes succeed in fields that they aren't skilled in through, presumably, sheer knowledge or adaptability.
*Perception: Being the Character’s general sensitivity and alertness to the immediate surroundings, Perception has a significant impact on a Character’s ability to use ranged weapons effectively, among other things. At maximum Perception, a character is capable of seeing invisible entities.
*Willpower: Being a measure of the Character’s mental toughness and ability to resist mental influences, Willpower controls the availability of Spells and also determines a Character’s aptitude for haggling, as well as his or her resistance to the effects of certain Spells and Skills. Willpower also contributes to the Character’s hit points, and has an impact on his or her level of fatigue. A strong Will allows a Character to ignore some small measure of suffering, be it physical damage or sheer exhaustion. Maximum Willpower grants full resistance to all spells resisted by it.
*Charisma: Being the sum of a person’s personality and charm, the Charisma of a Character affects his or her ability to persuade others, and also determines the maximum number of Non-Playing Characters who will follow them willingly. Maximum Charisma characters will never be abandoned by their allies, even if their actions greatly clash with their ideals.
|-|Skills=
Skills: 
*Combat Skills: All combat skills rely on Dexterity 
**Bow: The knack of using a classic bow weapon, be the bow short or long. 
***A Bow Master can fire at long ranges without issue and shoot two arrows at once.
**Dodge: The tendency to leap aside and avoid injury when one is attacked, or surprised by a trap. 
***On a foe's Critical Success, a Dodge Master will be always capable of turning the tables and avoiding the attack anyways.
**Melee: The ability to land a damaging blow, when boxing or striking with a weapon in hand.
***A Melee Master isn't affected by fighting in dim light and cannot succumb to Critical Failures.
**Throwing: The capacity to hurl knives, rocks, grenades or any other potentially dangerous object with accuracy. 
***A Throwing Master can throw weapons extremely accurately even across long distances.
*Thieving Skills
**Backstab: This Skill allows one’s Character to score extra damage when using a rear attack with a dagger. An unaware opponent receives considerably more damage than an aware one. The amount of damage increases with Skill’s improvement, as well. Reliant on Dexterity. 
*** A backstab master ignores the foe's armor when backstabbing, can do so with axes and swords as well as daggers and has a very high chance of a critical success.
**Pick Pocket: Picking pockets is the fine art of stealing from others, and this Skill allows the Character to add and remove items from the inventory of another person. A failure in the use of this Skill may garner unwelcome attention from his or her intended victim, if said victim makes a successful Perception check. On a critical failure the Character is always caught, however--even by the blindest numbskull imaginable. Reliant on Dexterity.
***A pick pocket master is rarely ever caught when failing, can plant items on people without ever being noticed and can even steal large items.
**Prowling: It takes both delicacy and grace to move so quietly that one is able to avoid detection. Naturally the Character’s measure of success is determined to some degree by the surroundings and the available light; it is more difficult to hide oneself in a brightly-lit, empty room than in a dark, crate-filled warehouse. Armor will affect a would-be prowler’s chance of success; it is rather easier to sneak about in normal clothes than in a clanking suit of plate mail. Reliant on Perception. 
***A prowling master can sneak under bright light, while running, without need of cover and even mid-combat.
**Spot Trap: Even the most skillfully laid trap cannot be completely hidden from a person with properly trained eyes. The ability to locate mechanical traps in one’s immediate vicinity before they are tripped is called "Spot Trap", and the chance of success may be reduced by improper light. Reliant on Perception. 
***A spot trap master can find traps even in dark locations, and can sense magical ones as well as technological ones.
*Social Skills 
**Gambling: A wise man makes his own luck, and with a bit of Skill one can win consistently at cards, dice and other games of chance. This Skill may come in handy when a Character wishes to gamble for certain items held by a Non-Playing Character. The rank of the Gambling Skill determines the maximum worth of any single item for which one may gamble. Reliant on Intelligence. 
***A gambling master can convince their 'mark' to gamble away things that they would never sell.
**Haggle: The gentle art of the deal comes into play when one wishes to buy goods at less than their full price. The higher the rank of one’s Haggle Skill, the less a Character will pay for items during bartering and the more he or she will receive when selling items. A person of quick wit and sharp tongue need never pay standard retail prices! Reliant on Willpower. 
***A haggling master can convince shopkeepers to buy and sell items they normally wouldn't.
**Heal: The Skill of Healing gives a Character the ability to cure wounds and reduce crippling injury. One must make use of bandages or medical kits in order to Heal someone, and each use of the Skill will deplete some of your supplies. A critical success can do a great deal of good to an injured person, but a critical failure will Heal nothing and use up more than the usual measure of one’s Healing supplies. Reliant on Intelligence. 
***A master healer cannot have critical failures and will always score critical successes when succeeding, curing crippling injuries and their side effects.
**Persuasion: It requires a certain degree of charm to Persuade others to take action, or to convince them that we are speaking the truth. Reliant on Charisma.
***A master of persuasion can convince potential party members to join even if they are severely morally opposed to them, such as convincing Good characters to join them while evil and on a quest to destroy what they hold dear.
*Technological Skills 
**Repair: This is the Skill that makes a person handy; possession of Repair Skill gives one the chance to repair a plethora of Technological and smithied items, from swords to steam engines to Tesla guns. Reliant on Intelligence. 
***A master repairer will fix an item as if it was as good as new, with absolutely no loss of effectiveness, and can fix completely broken objects.
**Firearms: This Skill governs the use of all Technological projectile weapons. Reliant on Perception. 
***A firearms master can target any part of the body he likes even across long distances.
**Pick Locks: This Skill allows one to open locks without the use of the appropriate key. A critical failure in the use of this Skill will jam the lock, rendering it impossible to open without the proper key or a Spell of some kind. Note that the Character must have lockpicks in his or her possession, in order to use this skill. Reliant on Dexterity.
***A master lockpicker can rapidly pick the toughest locks even under darkness.
**Disarm Traps: An aptitude in the area allows the Character to disable traps. One must be aware of the trap’s existence (via the Spot Trap Skill, or the like) before one can attempt to disarm it. Reliant on Perception. 
***A master disarmer can salvage items of a disarmed trap, isn't affected by darkness and gets a second chance upon the rare disarming failure.
|-|Magick=
Magick:
*Conveyance: Concerning spells that deal with motion and transportation. 
**Disarm: The target's weapon will be knocked out of its hands.
**Unlocking Cantrip: The target is unlocked (but not opened) if your Magical Aptitude exceeds the lock’s difficulty rating. Obviously, this spell is only effective on locked doors and chests. this spell is very loud and attracts the attention (and perhaps hostility) of nearby creatures.
**Unseen Force: The target is pushed back several meters, directly away from the caster. If a solid object is encountered, such as a wall or tree, then the target will stop prematurely and a small amount of damage may be inflicted.
**Spatial Distortion: The caster is magically transported to any empty tile of his choosing. It will not take the target through walls or closed doors.
**Teleportation: Casting this spell will bring up the World Map interface and the player can click on any known location and be transported there instantly.
*Divination: Concerning the gathering of information and knowledge through magical means. 
**Sense Alignment: This spell will reveal the alignment (Good/Neutral/Evil) of any creature.
**See Contents: This spell shows the caster the contents of a target container.
**Read Aura: This spell will reveal the underlying attributes of the target creature.
**Sense Invisible: This spell will reveal all invisible creatures and objects in the vicinity of the caster. They will appear as translucent images. It will also temporarily impart a maximum rank in Spot Traps to the caster.
**Divine Magic: This spell will determine all of the magical properties of one item in the caster’s inventory. The caster must select the item using a special cursor that appears after casting the spell.
*Air: Concerning Spells which manipulate the first elemental material, that of air and wind. 
**Vitality of Air: This spell raises the Constitution of the target creature.
**Poison Vapours: This spell creates a large cloud of caustic gas centered on the target tile. Any creature within the cloud takes damage, which can be reduced by poison resistance. If a creature remains in the cloud, they will suffer repeated damage.
**Call Winds: This spell creates a gust of wind, centered on the caster and blowing away from the caster in all directions. Any item that weighs less than 2.26 kg will blow away from the caster. Any creature must resist or be blown back several squares and take damage if striking a solid object.
**Body of Air: This spell transforms the target’s body into air, making them translucent. The target’s Speed is reduced to 1. The target engages in combat and is difficult to injure by normal damage while under the influence of this spell, but spells and fire can affect him, and the Call Winds spell will cause severe damage.
**Call Air Elemental: This spell summons an Air Elemental, who will appear in the target tile and immediately attack the caster’s enemies. The elemental will remain until killed or until the spell is canceled
*Earth: Concerning Spells which manipulate the second elemental material, that of earth and stone. 
**Strength of Earth: This spell raises the Strength of the target creature.
**Stone Throw: This spell creates a stone missile that unerringly travels from the caster to the target and inflicts damage. The missile disappears after impact.
**Wall of Stone: This spell creates a block of stone in the empty tile indicated by the caster. The stone wall lasts until it is destroyed or until the spell is canceled.
**Body of Stone: This spell transforms the target’s body into stone, imparting a damage resistance of 50%. The target’s Speed is reduced by 5 points, but an unarmed attack by the target causes an additional 5 points of damage to his opponent.
**Call Earth Elemental: This spell summons an Earth Elemental, who will appear in the target tile and immediately attack the caster’s enemies. The elemental will remain until killed or until the spell is canceled.
*Fire: Concerning Spells which manipulate the third elemental material, that of fire and heat. 
**Agility of Fire: This spell raises the Dexterity of the target creature.
**Wall of Fire: This spell creates a wall of fire across the specified empty tile. Any creature passing through the wall takes fire damage. The fire wall lasts until it is destroyed or until the spell is canceled.
**Fireflash: This spell creates a ball of superheated plasma, which streaks from the caster’s hand to the specified tile and explodes. Any creature in that tile or the surrounding tiles will take fire damage from the resulting explosion.
**Body of Fire: This spell immolates the target creature, who gains extra fire resistance and will do extra points of fire damage with any unarmed attack. Further, any creature striking the target with an unarmed attack or a melee weapon will take a few hit points of fire damage as well.
**Call Fire Elemental: This spell summons a Fire Elemental, who will appear in the target tile and immediately attack the caster’s enemies. The elemental will remain until killed or until the spell is canceled
*Water: Concerning Spells which manipulate the fourth elemental material, that of water and ice. 
**Purity of Water: This spell raises the Beauty of the target creature.
**Call Fog: This spell creates a billowing mist, centered on the target tile. Vision is reduced to zero within the mist, and no line of sight is possible through it.
**Squall of Ice: This spell creates a storm of ice and sleet centered on the target tile. Any creature within the storm will take damage. If a creature remains in the storm, they will suffer repeated damage.
**Body of Water: This spell liquefies the target creature, making him translucent. The target’s Speed is reduced by 5. The target cannot start combat and is difficult to injure by normal damage while under the influence of this spell, but spells and fire can affect him.
**Call Water Elemental: This spell summons a Water Elemental, who will appear in the target tile and immediately attack the caster’s enemies. The elemental will remain until killed or until the spell is canceled.
*Force: Concerning Spells which manipulate and direct pure cosmic energies. 
**Shield of Protection: This spell creates a deflective energy screen about the target, increasing its Armor Class and damage, fire and electrical resistances. Cumulative applications of this spell have no effect.
**Jolt: When this spell is thrown, a surge of electricity will flow from the caster into all adjacent creatures, causing electrical damage.
**Wall of Force: This spell creates a shimmering wall of force in the specified empty square. This wall is impassable unless dispelled or disintegrated.
**Bolt of Lightning: This spell creates a bolt of lightning from the caster to the specified tile or target. Any creature struck by the bolt will be subjected to electrical damage.
**Disintegrate: This spell eliminates the binding force between atoms, reducing the target to its constituent particles and dispersing them. If successful, the creature and its inventory are utterly destroyed, and resurrection is not possible.
*Mental: Concerning Spells which influence and control the mind of a sentient target. These spells have no effect on creatures that are mindless, such as zombies and other undead.
**Charm: This spell renders the target’s reaction towards the caster more positive. When the spell wears off in a few minutes, the target will have a more negative reaction towards the caster. This spell has no effect in combat.
**Stun: This spell will stun the target for a few seconds, if a save is not made. During this time, the target is dazed and cannot move or attack.
**Drain Will: This spell will cause the target creature’s willpower to drop by half while the spell is maintained.
**Nightmare: This spell causes all creatures within the vicinity of the caster to save or flee in terror. These fleeing creatures will move as far from the caster as possible.
**Dominate Will: This spell places the mind of the target under the control of the caster. The creature will follow the caster as long as the spell is maintained (regardless of the caster’s Charisma), and in combat, it will attack the caster’s enemies. While the spell is maintained, the creature will also act as if Charmed by the caster, with the same negative reaction effect when the spell is removed. This spells costs more fatigue for higher level creatures.
*Metaphysical: Usually known as just "Meta", concerns Spells which have their chief effect on other Spells. 
**Resist Magic: This spell increases the target’s magic resistance.
**Disperse Magic: This spell cancels existing spell effects on the target. If the target is a creature or magically treated object (such as a door with Magelock on it), all spells being maintained on the target are canceled. If the target is a magically created object, such as a Wall of Fire or a summoned Ogre, it is destroyed.
**Dweomer Shield: This spell prevents magic from operating on the target. It automatically cancels any existing spells on the target, as per a Disperse magic.
**Bonds of Magic: This spell prevents the target from casting any spells. In addition, magic item spells will not function for the target while this spell is maintained.
**Reflection Shield: This spell creates a protective field and any spell is completely reflected back to the caster, exactly as if the target had thrown the spell on the caster. The act of reflecting a spell causes the shield to drain more fatigue.
*Morphological: Concerning Spells which alter the material substance of a target in some fashion.
**Hardened Hands: This spell makes the hands of the target creature do more damage.
**Weaken: This spell weakens the substance of the target, reducing its damage resistance for the duration of the spell, and lowering its Strength.
**Shrink: This spell reduces a creature to half its size. While shrunk, it moves half as fast and does only half damage with any physical attack, and has a lowered Strength. This spell has no effect on inanimate objects.
**Flesh to Stone: This spell converts flesh to stone. When cast on a creature, it will turn that creature to stone. A petrified creature gains a 95% resistance to damage, fire and electricity, but cannot move, attack, talk or do anything else until the spell is canceled.
**Polymorph: This spell transforms the target creature into a small innocuous creature, such as a bunny rabbit or a sheep, for as long as the spell is maintained. The creature can move normally and retains its original stats, but it cannot talk, attack, or throw spells. This spell has no effect on inanimate objects.
*Natural: Concerning Spells which manipulate and control plants, animals, and natural forces.
**Charm Beast: This spell is similar to Charm, except it can only affect animals. Every animal in the vicinity will gain a Good reaction to the player. If in combat, the target animal will cease to attack the caster, although subsequent hostile actions may precipitate a new attack.
**Entangle: this spell imbues a patch of vegetation with motion; the target creature is then incapable of walking, and is slowed down as the plants attempt to grasp and hold them.
**Control Beast: This spell is similar to Dominate Will, as it places the mind of the animal under the control of the caster. The creature will follow the caster, and in combat, it will attack the caster’s enemies.
**Succour Beast: This spell summons an animal, which will appear in the target tile and immediately attack the caster’s enemies. The animal will remain until killed or until the spell is canceled.
**Regenerate: This spell causes all party members to heal faster for as long as it is maintained
*Black Necromantic: Concerning Spells that negatively affect the life force of a creature. 
**Harm: This spell causes damage to a targeted creature.
**Conjure Spirit: This spell allows the caster to speak with the spirit of the target corpse upon which it is cast. They are in great agony as long as they're forced to remain in this world, and as such they can usually be easily convinced to tell the caster anything they want, with the promise of breaking the spell in return.
**Summon Undead: This spell summons an Undead creature that will attack all nearby creatures (including the caster).
**Create Undead: This spell animates the target corpse, which will follow the caster, and in combat, will attack their enemies.
**Quench Life: This spell does a large amount of damage to the target creature, but has no effect upon undead
*White Necromantic: Concerning Spells that positively affect the life force of a creature. 
**Minor Healing: This spell heals a small amount of damage on the target.
**Halt Poison: This spell reduces the Poison Factor of the target.
**Major Healing: This spell heals a great deal of damage on the target.
**Sanctuary: This spell protects the caster from Undead, causing them not to attack.
**Resurrect: This spell returns the target creature to life, with full hit points and no poison.
*Phantasmagorical: Normally called "Phantasm", concerns Spells which control light and illusory images. 
**Illuminate: This spell raises the light level in an area surrounding the target creature. If cast on a creature, the area will move with the creature.
**Flash: This spell temporarily blinds a target creature.
**Blur Sight: This spell increases the armor class of the caster, presumably by rendering them harder to hit.
**Phantasmal Fiend: This spell creates the illusion of a formidable monster. If a creature doesn't resist it, it will believe the illusion and attack the monster in favor of the caster. The illusionary monster lasts until killed or dispelled.
**Invisibility: The target becomes invisible. He cannot be seen by any other creature unless he attacks, when he is seen briefly as a translucent image and may be targeted for attack.
*Summoning: Concerning Spells that summon creatures of progressively greater power. 
**Plague of Insects: This spell summons a swarm of insects, which surrounds the target creature. They cause no damage, but they effectively halve its Speed as it swats and slaps at the bugs.
**Orcish Champion: This spell summons an orc into the specified empty square. This creature will fight the caster’s enemies until killed or dispelled.
**Guardian Ogre: This spell summons an ogre into the specified empty square. This creature will fight the caster’s enemies until killed or dispelled.
**Hellgate: This spell summons a demon into the specified empty square. This creature will fight the caster’s enemies until killed or dispelled. However, there are rumors that sometimes the demon fails to go away when unsummoned…
**Familiar: This spell summons a familiar to join the caster. This creature will remain until killed.
*Temporal: Concerning Spells which control the flow of time. 
**Magelock: This spell effectively locks any door or chest. It cannot be lockpicked, although it can be destroyed to allow passage.
**Congeal Time: This spell halves the Speed of all creatures in the vicinity of the caster.
**Hasten: This spell doubles the target creature’s Speed.
**Stasis: This spell paralyzes the target creature. It cannot move, attack, talk, or perform any other action.
**Tempus Fugit: This powerful spell speeds the caster and their entire group, granting a huge increase to Speed, while slowing down every other creature in the world. Note that only one Tempus Fugit can ever be active at the same time in the world. Any secondary casting, by any caster, automatically dispels the first spell. Also note that to dispel the spell directly, attempts must be cast on the caster himself
|-|Technology=
Note that the Technology skills are just the capacity of creating items that the Living One is capable of crafting with proper investment, and they, and their related Schematics, are simply listed here for the sake of coherent indexing with the rest of their abilities, and because these items cannot be used if one is too Magickally aligned, and sometimes not obtained at all if the player cannot themselves create it. The in-verse advertisements for the products are used to describe the items. 
*Smithy: A Discipline concerned with the construction of armors. 
**Learned 
***Pure Ore: Smelting techniques have improved so vastly in the last century that it is possible to create an ore so pure that use of any other would be a travesty and a disgrace to the Smithy discipline. Such are the properties of Pure Ore, an amalgam of iron and steel that allows both increased strength and lightness.
***Balanced Sword: Taking full advantage of the metallurgical properties of Pure Ore, the Sword of Balance offers deadly speed and increased accuracy in battle, as well as the comfort of a finely made hilt. You're guaranteed to walk off the battlefield while your opponents stand in awe of your weaponry, nursing their wounds or lamenting their disfigurements.
***Ultralite Axe: Dwarven technologists often supply us with the most innovative and useful items. The Ultralite Axe is no exception. Through combining Dwarven Ore and a common Oak Axe Handle, an axe is created with only half the weight of a common axe! Maimings and decapitations have never been easier!
***Dwarven Gauntlets: Again, the Dwarven mind brings to us a technological device without equal! Dwarven Gauntlets, the product of Sheet Metal and Leather Gloves, offer their wearer increased hand-to-hand power when it's needed! When the old, trusty sword finally breaks, your Dwarven Gauntlets are there to win the day!
***Helmet of Vision: Have dark dungeons been your demise? Been ambushed in a foggy forest? Well, those days are over! The Helmet of Vision, made by combining a Finely Made Helmet and Leather Straps, gives you unequaled and, more importantly, unobstructed vision when the situation arises!
***Ultralite Chainmail: Chainmail has always been the choice of the selective, mobile adventurer. Now, with Ultralite Chainmail, made from a Spool of Heavy Wire and Leather Straps, that same adventurer can go into battle with the same protection but half the weight! After skewering your slower opponents, you'll never wear anything else!
***Elite Plate Mail: The secrets of the Dwarven armorers have been revealed! Elite Plate Mail, a product of Dwarven Sheet Metal and Leather Armor, affords its wearer unrivaled bodily protection, while also allowing him to move about with less noise and ruckus than standard Plate. You've never been safer, or more deadly!
**Acquired 
***Envenomed Sword: Being a master swordsman means not only knowing how to use your weapon, but also knowing what weapon to use. For the wily warrior there is the Envenomed Sword! This fine sword, made by combining a Balanced Sword and Poison, ensures that every swing is a potentially fatal one! You can never be too sure!
***Envenomed Axe: Is the old faithful axe on its last leg? Then the Envenomed Axe is just the thing you need! By combining the Feather-Weight Axe and Poison, you can have a weapon that's reliable in close combat, and that makes sure they stay down even from the most negligible of flesh wounds!
***Miner's Helmet: Ever wonder how dwarves see so well in their caverns? Wonder no more! This authentic dwarven Miner's Helmet, a combination of the Helmet of Vision and an Electric Light, will have you seeing in those dark caverns like the most experienced dwarven sappers! And it's comfortable too!
***Pyrotechnic Axe: Forget those uncontrollable Fire Elementals that are always attacking you instead of your enemies! With the Pyrotechnic Axe, made by combining the Feather-Weight Axe and Fuel, you can leave behind your magickal miseries and become a fiery god of the inferno all by yourself! Amazing!
***Mechanical Dagger: Has nature or nurture left you limp-wristed? Don't have the vim or the verve to drive home the killing blow? Then the Mechanical Dagger is for you! Made by combining a Fine Steel Dagger and Clock Parts, this technological wonder makes every strike a fatal one! Unbelievable!
***Vendigrothian War Gauntlets: [The writing on this schematic is faded, barely legible.]....engineering....battle-tested and fierce......lethal in most cases......unmatched craftmanship........
*Mechanical: A Discipline concerned with the production of gadgets through mechanical means.
**Learned 
***Spike Trap: Sure to stop the most ferocious and ill-mannered adversaries, this simple device is perfect for even the most novice of mechanics. Utilization of the most basic physical forces ensure that the spring drives the spike through almost anything that steps on it-the possibilities for its use are endless and exciting!
***Trap Springer: Have you been the victim of a deviously placed trap? Missing fingers, toes or various other limbs as proof of this fact? Worry no more! The Trap Springer, made from a Metal Casing and Small Springs, is placed upon any questionable door or container, springing mechanical traps while the cautious gent watches from a safe distance!
***Auto Skeleton Key: The secrets of the locksmith are laid bare when one uses the Auto Skeleton Key. Built to the general specifications of most known lock mechanisms, this simple tool increases the chances of opening almost any conventional lock. [We understand the implications of such a device, and expect both sound judgment and discernment in its use.]
***Eye Gear: Eyesight not so good? Losing those important battles because you just didn't see the attack coming? Then the Eye Gear is perfect for you! Made from Pocket Watch Parts and regular eyeglasses, the Eye Gear affords you increased visual perception, both during the day and at night! Never again suffer the vagaries of an ocular handicap!
***Bear Trap: Immobilizing your quarry is the key to a successful hunt. The Bear Trap, made from the unification of a Metal Clamp and a Large Spring, does just that and more! Not only does this amazing device hold your prey, but it also does a considerable amount of damage while doing so! Remarkable!
***Clockwork Decoy: The trademark of the modern technologist is ingenuity, a fact clearly established with the invention of the Clockwork Decoy. This mechanical wonder is equipped with a powerful spring mechanism, and is perfect for creating diversions and confounding the most dangerous foes! Brain them at your leisure while their attentions are turned!
***Mechanized Arachnid: This wonder of the new scientific age is assembled from an hydraulic assemblage of mechanical parts driven by a miniature steam powered assembly, and controlled by an amazing clockwork mechanism. Also equipped with large extendable claws to aid in subduing any opponents, it folds into a small compact shape for ease of transportation.
**Acquired 
***Poison Arachnid: This new and improved version of the popular Mechanized Arachnid comes fully equipped with poisoned blades. This fast acting poison not only weakens opponents, but also does so faster than most poisons available today! With added armor strength for durability and improved hydraulics for increased speed, the Poison Arachnid is a must for today's technologist!
***Automaton: The future has arrived! The greatest minds in the Mechanical discipline have collaborated to create the most unbelievable and unparalleled technological creation of all time. All hail the the Automaton! With even more armor and power than the Mechanized Arachnid, this bipedal behemoth is the ultimate destructive force!
***Compound Bow: Even the most tried and true of our traditional weapons can use a little technological improvement! With the new Compound Bow, a combination of Pullies and a standard Long Bow, you can fire with just as much power and accuracy as the finest elven hunting bows, and with only a fraction of the necessary arm strength! Remarkable!
***Envenomed Bow: Unfortunately, we cannot always rely on accuracy when in combat. For those with a blurry eye or an unsteady hand, there is the Envenomed Bow. By coating the tips of its arrows with poison upon release, the Envenomed Bow allows the clumsy technologist a margin of error unknown until now! Amazing!
***Medical Arachnid: In need of a technological ally with the healing power of the greatest Tullan mages? Look no further than the Medical Arachnid. By combining the Mechanized Arachnid and the Wonder Drug, you get a caring companion without the inevitable fuss and bother of a sniveling mage! Staying healthy has never been easier, or more enjoyable!
***Illuminated Decoy: Dark dungeons got you down? Can't stand the shadows in those creepy catacombs? Throw some light on the situation! And there's nothing better to do it with than the Illuminated Decoy! By combining the Clockwork Decoy and a common electric light, you can illuminate even the tenebrous tunnels!
***Explosive Decoy: A diversion is good, but a deadly diversion is even better! Behold the Explosive Decoy! Using the same technology that powers the incomparable Clockwork Decoy, this amazing little device includes a powerful Explosive Grenade to sweeten the deal! They won't stay curious for long!
***Goggled Helmet: Find yourself needing increased perceptive powers? Your prayers have been answered! The incredible Goggled Helmet, the combination of Eye Gear and the Helmet of Vision, will increase your perception beyond what anyone thought previously possible! Absolutely flabbergasting!
***Machined Platemail: Behold the ultimate in armors-Machined Platemail. Powered by a Minute Steam Works, this technological miracle uses Elite Platemail for its defensive properties, while increasing the wearer's strength and resistance to most kinds of damage. This armor is a weapon in itself!
*Gun Smithy: A Discipline which covers all aspects of the design and creation of new firearms.
**Learned
***Crude Flintlock Pistol: A technologist often needs to use whatever is at hand. By combining a Broken Flitlock Pistol and a Small Metal Tube, a wily technologist can create the Crude Flintlock Pistol! Perfect when there's just nothing else around!
***Fine Revolver: Metallurgical advances have aided the discipline of gunsmithing in recent years. This well-balanced and elegant pistol has emerged as the first choice of scienticians and laymen the world over. With an improved firing mechanism and chamber, this weapon has been shown to perform consistently and with greater magickal resistance.
***Repeater Rifle: The successful marriage of the rifle and the pistol culminates in the Repeater Rifle. With the stability of a longer stock, but the quick firing mechanism of a pistol, this weapon is perfect for both professional and casual use. And with increased range, the user is insured greater performance in battling magickal beasts and hooligans.
***Hushed Revolver: For years, technologists were forced to choose between superior firepower and stealth. No more! By combining the Fine Pistol and an Engine Muffler, the Hushed Pistol offers the versatility of a firearm without sacrificing the element of surprise! Silence is golden, and now it's fatal as well!
***Looking-Glass Rifle: Marksmen and assassins have never been happier! By combining a Marksman's Rifle and a common telescope, the Looking Glass Rifle gives its user unparalleled range and accuracy! They'll be running for the hills as you pick them off from a distance like ducks in a pond!
***Hand Cannon: Need some real firepower, but lacking the space in your carpetbag? The Hand Cannon is just what you're looking for! By combining the Clarington Rifle and the Fine Flintlock Pistol, you've got a full arsenal you can hold in one hand! Enjoy your evening pipe while your enemies fall like tenpins! Absolutely Fantastic!
***Elephant Gun: There are situations that arise when the only answer is power, and lots of it. The Elephant Gun was made specifically with those kinds of situations in mind. Through combining a big pipe with a Hunting Rifle, a weapon is created with enough power to stop a stampeding pachyderm, as well as various species of orc and ogre!
**Acquired
***Rifled Cannon: How many of us have seen our ammunition bounce off a particularly stout piece of armor? You'll never see that again with the Rifled Cannon! This ferocious firearm, made by combining Pure Ore and an Accelerator Gun, fires a special, armor-piercing bullet that will have them falling like tenpins before their swords are even drawn!
***Mechanized Gun: Modern day weaponry has reached the proverbial pinnacle! Enter the Mechanized Gun! Made through combining a self-loading chamber and the Repeater Rifle, this technological terror will rain down a barrage of bullets on your enemies in less time than it takes to butter your crumpet! Fantastic!
***Bronwyck's Gun: [This schematic is printed on a strange sort of paper, and looks to be very old. The writing is faded almost beyond recognition.] Bronwyck's...........powerful chassis........Unparalleled design.......chemical properties of mithril.........violent reactions........controlled destruction........gunsmiths of Vendigroth......
***Acid Gun: Is throwing that acid getting you uncomfortably close to your fearsome opponent? Then the Acid Gun is a must-have for you! By combining the Repeater Rifle and common Acid, you can fire acidic ammunition at the most vicious nemesis without having to worry about anything but the smell! Marvelous!
***Charged Accelerator Gun: Speed often equates to power. The Charged Accelerator Gun illustrates this, clearly and fatally. By using the magnetic forces of an Electrical Coil with the trusty Repeater Rifle, this amazing weapon fires ammunition further, and with more destructive power than any weapon to date! Incredible, but true!
***Pyrotechnic Gun: Research has shown that super-heated bullets do much more damage than conventional ammunition, and the Pyrotechnic Gun takes full advantage of this fact. By showering your opponent with these tiny infernos, they suffer both the impact and the subsequent burns! Be twice as smart, and twice as deadly!
***Blade Launcher: Whether it be a Wyvern's hide or a warrior's armor, there are some things a bullet just won't puncture. Enter the Blade Launcher. By combing an Elephant Gun and Fine Steel Dagger, the Blade Launcher gets around the problem by using bigger ammunition. With the speed of a bullet and the edge of a dagger, there won't be anything left standing!
***High Velocity Pistol: Speed is power, and nothing shows this better than the incredible High Velocity Pistol! The combination of the Accelerator Gun and the Fancy Pistol, this marvelous little firearm accelerates its ammunition to unbelievable speeds, doing considerably more damage upon impact! Never before has so much power come in such a small package!
***Long Range Pistol: In the past, snipers were forced to rely upon bulky rifles in order to ply their trade. Those days are behind us! With the Long Range Pistol, a combination of a Looking Glass Rifle and a Gun Chassis, the itinerant assassin can still fire at long range with the comfort of a hand-held pistol! Absolutely wonderful!
***Tranquilizer Gun: In most cases, a sleeping guard attracts less attention than one with an entrance wound in his forehead. Enter the Tranquilizer Gun! A combination of the Marksman's Rifle and the Sleep Aid, this fortuitous little firearm renders the victim unconscious without the unavoidable mess of conventional firearms! They'll be dreaming instead of screaming!
***Droch's Warbringer: [The writing on this schematic is faded, barely legible.]......deadly beyond compare.....Feramin Droch, master of gunsmithy has created......power beyond even the.......handle with care.....
***Tesla Gun: Behold the combination of the two most powerful technological disciplines in the world! The Tesla Gun! A combination of the Tesla Rod and the Looking Glass Rifle, the Tesla Gun is able to fire raw bolts of electricity, both further and more accurately than any weapon to date! Absolutely phenomenal!}
***Grenade Launcher: Sometimes, subtlety isn't going to get the job done. For those times, there is the Grenade Launcher! The product of combining the Elephant Gun and the Explosive Grenade, this ferocious firearm launches explosive projectiles at your enemies! Need we describe the result? Wonderful!}
*Electrical: A Discipline which explores the mysteries of charged particles and magnetism.
**Learned 
***Electric Light: Nature's most awesome force is tamed in this wonderful little device, composed of merely a small filament and a common household lantern. By the trapping of electrical flows in the filament, a person can carry a light into the darkest places without the discomfort usually produced by smoking, sputtering torches.
***Charged Ring: Tests have shown the advantageous effects of electricity on the human nervous system, and this wonder of the scientific realm is a testament to that fact. Made of treated brass and an electrical capacitor, this charged ring gives the wearer increased reflexive performance and power.
***Flow Specktrometer: Research has found the undeniable connection between electricity and magick, the result being the fabulous Flow Specktrometer! The combination of a Compass and Small Electrical Parts produces a device sensitive to even the slightest disturbance caused by the flows of magick, thereby averting a dark demise by the devious mage or wizard!
***Shocking Staff: With technology, even the plainest items are transformed into awe-inspiring items of mayhem! By attaching a large electrical capacitor to any common staff, the powers of the Shocking Staff are brought to bear. One touch of this technological wonder unleashes a nightmarish electrical maelstrom!
***Chapeau of Magnetic Inversion: Once was the time warriors had only to contend with a well-swung sword, but now a single bullet can overwhelm the most fearsome combatant. Worry no more! By combining a Top Hat and an Electrical Coil, the Chapeau of Magnetic Inversion creates a strong magnetic field! Avert bullets and arrows with ease!
***Healing Jacket: Need that extra bit of vim and verve while out adventuring? Look no further than the Healing Jacket! Similar to the Charged Ring, this wonderful piece of technology utilizes the body's own electrical impulses to achieve an increased rate of healing and regeneration! And stylish as well!
***Tesla Rod: For years men have marveled at the power of the lightning storm, and the latest research has bridled that power into the Tesla Rod. This technically advanced cousin of the Shocking Staff does one better by hurling raw bolts of energy at unsuspecting opponents! Searing burns and paralyzations are only the beginning!
**Acquired 
***Charged Sword: Looking for something to spice up the old, trusty sword? Look no further! By combining a Large Capacitor with a Balanced Sword, the cunning warrior can bring the Charged Sword to bear! Each hit of this electrical wonder brings forth a veritable fountain of voluminous voltage! Wonderful!
***Flow Disruptor: Only now have we discovered the magick-disrupting properties of electricity, and those properties are taken full advantage of in the Flow Disruptor! This incredible shield, made by combining an Electrical Harness and a Quality Iron Shield, not only protects you from physical attacks, but also interferes with spells thrown at it! Stupendous!
***Electro-Armor: There a many deadly electrical weapons available today, and the intelligent technologist must armor himself accordingly. Electro-Armor was created with this very thought in mind! A combination of an Electrical Harness and Platemail, there is no better defense against electrical onslaughts! And stylish as well!
***Lemon and Potato Charges: Today's technologist needs to be flexible-oftentimes, we find ourselves away from the urban sprawl that affords us our wares! Worry no more! By combining the decidedly agrarian Lemon and Potato, you can produce a technological power solution from the fruit of the farmer's labor! Splendid!
*Herbology: A Discipline concerned with the living body and how natural substances effect it. 
**Learned
***Heal Lite: Heal wounds quickly and easily! Taking full advantage of the natural healing properties of Ginka Root and Kadura Stem, this elixir restores one's health and biological energies without rest or prolonged hospitalization.
***Fatigue Restorer: Advances in the science of herbology have now made it possible to restore vim and vigour in no time at all. By combining the leaves of the cocca and tobacco plants, an elixir is produced with regenerative powers superior to those of any spell or incantation of magick.
***Poison Cure: The restorative qualities of Kadura Stem are used once again, this time in this fast-acting cure for poison. A mixture that includes the very venom that it counteracts, this liquid is a must-have for any technologist adventurer who finds himself in quick need of an antidote! And tasteless as well! Perfect with morning tea!
***Fatigue Limiter: Tired of running out of energy just before that crucial battle? Put your worries behind you once and for all! By combining the invigorating Fatigue Restorer and the Witchbane, one can create an unrivaled serum to expend energy more efficiently! You'll serve the killing blow with as much ease as your first strike! Incredible!
***Accelerate Healing: The body is an incredible machine, with its own internal healing mechanisms. Unfortunately, one rarely finds himself with the time to let Nature do her work. Now, by mixing Heal Lite and the cocca leaf, you can give her a little push. See the surprise on your enemy's face as you laugh at what normally would have been a disembowelment!
***Wonder Drug: In this new world of fast-talking men and cure-alls, one often finds himself with a product that touts miracles and does nothing of the sort. Not so with the Wonder Drug! Through combining the Heal Accelerator, and Big Chief Snake Oil, a regenerative product is created that restores both your health and your energy! Guaranteed!
***Cure All: Rarely do advances in science change the way we look at things forever. The Cure All is just one of those things. By taking the dependable Wonder Drug, and then adding one more part Big Chief Snake Oil, an amazing remedy is born in the form of the Cure All. All energy and health is revived! Poisons are cured! Impossible, but true!
**Acquired 
***Invigorator: That last big battle got you feeling a little low? Wondering how you're going to make it through the next to-the-death duel? Well, look no further than the incomparable Invigorator! By combining the Fatigue Restorer and the Heal Accelerator, you'll get a physical boost that's second to none!
***Reanimator: [This schematic is printed on a strange sort of paper, and looks to be very old. The writing is faded almost beyond recognition.] Experiments upon the life force..........regenerative chemical compounds...........unbelievable results.......completely revived and functioning normally.....advances....Vendigrothian science.....
***Clockwork Physician: Ever been in the midst of battle, and find yourself without the time to uncork that heal potion? If so, then the Clockwork Physician is just what you're looking for! Made from a standard Clockwork Decoy and the Wonder Drug, this little miracle senses when you're hurt and applies the appropriate dosage! Incredible!
***Miracle Cure: Just when you thought you'd seen all there was to see! Here comes the Miracle Cure! By mixing the Wonder Drug and the Fortifier, this unbelievable elixir not only completely heals you, but it also temporarily increases the rate at which your body heals itself! Do miracles never cease?}
***Wheel Clan Spectacles: The Wheel cannot be found, With the eyes of your birth. But only with those of crystal, With sight born of the earth. [Spectacles that are necessary to see the otherwise disguised entrance to the Wheel Clan].
*Therapeutics: A Discipline which explores the beneficial effects of man-made materials on the body.
**Learned
***Elixir of Persuasion: Is the art of argument not your strong point? Having trouble convincing even the dullest of individuals that the sky is blue? Then the Potion of Persuasion is for you! By mixing equal parts of Mercury, and Dr. Rose's Migraine Cure, you’ll be able to talk circles around the most sharp-witted scholar! Fantastic!
***Elixir of Physical Prowess: Bodily strength is absolutely essential to successful performance in many endeavors, and now, with the aid of this amazing elixir, you can be assured of increased strength and vigour at any time! By mixing Spirit of Camphor and Famous Blood Pills, one swallow of this elixir makes you a muscle-bound marvel!
***Liquid of Awareness: Ever been caught in a particularly nasty dungeon, and your torch goes out? What to do? Now, with the Liquid of Awareness, made from Migraine Cure and Doolittle's Glyceride you never need worry again! Just one dose of this elixir, and you'll have the increased visual acuity necessary to get you through those sticky situations!
***Tonic of Increased Reflexes: Ever been undone due to a slow set of reflexes? Those days are now behind you! Any competent technologist, by combining Tincture of Arnica and Rheumatism Cure, can produce the incomparable Tonic of Increased Reflexes! You'll be cleaning your sword before they even know they've been dismembered!
***Mind Marvel: After discovering the Serum of Superior Intellect, scientists took the next step to create the amazing Mind Marvel! A product of Nerve Pills and the Serum of Superior Intellect, this cerebral serum increases the brain's performance, allowing greater mental feats, increased mental stamina, and better perception when the need arises.
***Energizer: Is the mind willing, but the flesh weak? Find yourself lacking the strength and stamina to finish that last leg of the journey? Then look no further than the Energizer! By combining Melton's Quinine and the Potion of Physical Prowess, you can create a tonic that provides you with unparalleled physical stature! Go from hapless to Hero in seconds!
***Revitalizer: Scientists have happened upon perhaps the most amazing technological discovery of our time...the Revitalizer! A mixture of the Mind Marvel and the Energizer, the Revitalizer will allow you to perform miracles of the mind and of the body! Become an unstoppable, physical force while mentally moving mountains! Astonishing!
**Acquired
***Elixir of Hypnotic Suggestion: Science has finally unlocked the deepest secrets of the mind! With the Elixir of Hypnotic Suggestion, made through combining Elixir of Persuasion and Hallucinite, you can easily control both friend and foe alike with only the sound of your voice! They'll be completely unable to resist you commands! Utterly fantastic!
***Brain Builder: Have you realized that your combat skills just aren't taking you as far as you'd hoped? Wishing you would have hit the books a little harder? No worry! With the Brain Builder, a combination of the Pete's Carbolic Acid and the Mind Marvel, you can have that grey matter for the small price of your physical prowess! Wonderful!
***Muscle Maker: Got the brains, but need the brawn? Look no further than the amazing Muscle Maker! Made by combining Charges and the Elixir of Physical Prowess, you can use this elixir to make you an instant bodily behemoth while shedding some of that needless intellect as well! Absolutely brilliant!
***Vivifier: [The writing on this schematic is faded, barely legible.].....regenerative capabilities beyond even the most........all physical and mental characteristics.......subjects were faster, stronger, smarter and more.....}
*Chemistry: A Discipline which considers man-made substances and their deleterious effects.
**Learned 
***Strong Poison: Chemistry is the basis for all biology, and the newest experiments have brought us this efficient liquid poison. Through combining common household items like Monroe's Cleaner and Varham's Aqua Vitae, even the most untested scientist can bring forth a poison to handle any infestation, orcish or otherwise.
***Charges: Extensive research into the chemical properties of liquids and metals has produced this wonder of the technological age. A charged electrolyte solution housed in a metal casing allows even the most casual user the advantages of a mobile power source.
***Animal Scent: Being mauled by wild beasts is the wish of no traveler who finds himself in the unmapped regions beyond civilization. One application of the astonishing Animal Scent, a mixture of Bromide and Morning Star Perfume, allows an individual to walk fearlessly through the most fearsome denizens of the forest! [Use in springtime not recommended.]
***Corrosive Acid: The itinerant scientician is often in need of direct solutions to complex problems. Enter the Corrosive Acid. This cantankerous compound, made from Pete's Carbolic Acid and Sulphur Pills, immediately begins to corrode whatever it touches. Ponder for just a few moments, and the endless applications for this product become apparent!
***Hallucinite: The mysteries of the brain are revealed through Hallucinite, an amazing product made from the mixture of Mushrooms and Crane's Cough Cure. When used on any foe, Hallucinite creates the most fantastic and frightening illusions, all within your opponent’s very mind! Be a neurological nemesis with this phlogistic phenomenon!
***Paralyzer: Oftentimes, death need not be the only solution, and the Paralyzer was made with this in mind! A combination of the Mushrooms and the Varham's Aqua Vitae, this lethal liquid will leave their bodies completely disabled while you choose their fate. Be merciful, or save them for torture! Either way, you've won the day!
***Anaesthisizer: Wondering how to get by that particularly vigilant sentry? We have the answer for you! By combining Hallucinite and Bromide, the guileful technologist can create the Anaesthisizer! Just one dose of this enigmatic elixir will have them drowsing for days! Remarkable!
**Acquired 
***Fortifier: Feeling down before that all-important to-the-death duel? Dozing just before the decisive battle? Then look no further than the Fortifier! By combining a common bottle of Wine and Varham's Aqua Vitae, you can create an elixir to bring back your energy, and make you a more formidable oppontent! Fascinating!
***Fuel: Today's Technologist is often in need of a quick and accessible source of fuel, and knowledge in chemistry makes this a reality. By using easily found objects as a bottle of Moone's Fine Wine and common brewer's yeast, an efficient Fuel is created. [Warning: Personal consumption of fuel not recommended.]
***Mental Inhibitor: Looking for an extra advantage against that inimical magick user? Look no further than the amazing Mental Inhibitor. Through combining Acid and the Mind Marvel, you can create an insidious weapon to dull the wizard's willpower! You'll have him run through while he's still trying to remember even the most basic of spells!
***Necromizer: Are you always the last man standing? Surrounded by the corpses of friends who just didn't make the grade? Well, with the astonishing Necromizer, you can put those comrades to good use! By combining the Fortifier and a large capacitor, you can raise even the most mutilated of corpses to fight mindlessly by your side!
***Potion of Paralysis: Oftentimes, death need not be the only solution, and the Potion of Paralysis was made with this in mind! A combination of the Mushrooms and the Varham's Aqua Vitae, this lethal liquid will leave their bodies completely disabled while you choose their fate. Be merciful, or save them for torture! Either way, you've won the day!
*Explosives: A Discipline concerned with the research and development of unstable substances. 
**Learned
***Molotov Cocktail: Sick and tired of the same old barroom brawl? Looking to spice up your dreary duels? Well, the Molotov Cocktail is just the ticket! Made by combining Fuel and a common rag, this hot little number makes any situation into an explosive extravaganza! Try it today!
***Flash Grenade: Oftentimes it is surprise, and not strength, that wins the day. This point is illustrated perfectly in the new Flash Grenade! Both lightweight and versatile, this remarkable gadget uses the explosive properties of Magnesium to blind and muddle opponents! Strike as they cower in fear and confusion!
***Smoke Grenade: The dependable Smoke Grenade, created from Fertilizer and a Sugar, causes muddle and mayhem when thrown among opponents! Upon detonation, this wonderful device creates a billowing cloud of smoke that befuddles enemies, leaving you with the freedom to choose a surprise attack or a quick getaway!
***Stun Grenade: Looking for that all-important advantage before going into battle? Look no more! By combining Stearic Acid and and Saltpeter, the Stun Grenade can give you the edge that you need! Detonation of this versatile piece of technology stuns your enemies, leaving you the opportunity to casually run them through! Unbelievable!
***Explosive Grenade: Advanced research has revealed the violent reactivity of TNT, and the Explosive Grenade takes full advantage of those properties. By combining Black Powder and a Metal Can, the ingenuous technologist can create a weapon of unmatched destructive power! One throw and you'll watch the bodies pile up like cordwood!
***Fire Obstruction: The latest developments in the Explosives discipline have brought to us the amazing Fire Obstruction! A simple mixture of Liquid Soap and Fuel, the Fire Obstruction throws up a blazing wall of flame between you and your foes, keeping them at bay while you choose the weapon with which to dispatch them!
***Dynamite: Like the Explosive Grenade, this new and exciting invention uses the reactive properties of TNT. Dynamite, the product of Nitroglycerin and Saltpeter, can be attached to doors and containers of all kinds. Imagine the surprised thief who opens your boudoir and finds that he's strangely missing his hand! Brilliant!
**Acquired
***Pyrotechnic Bow: Plain old wooden arrows just not getting the job done? Well, we've just the solution! The amazing Pyrotechnic Bow, made by combining the Fire Obstruction and the Compound Bow, shoots flaming arrows, which not only cause more bodily harm, but are also perfect for setting fire to that orcish village you've been despising for so long! Unbelievable!
***Knock out Gas: Many technologists have enjoyed the powerful effects of the Stun Grenade, and now it's gone one step further! Ladies and gentlemen, behold the ineffable Knock Out Gas! By combining the Stun Grenade and the Anaesthisizer, a weapon is created that renders everyone within its range of influence completely unconscious! Unbelievable, but true!
***Hallucination Grenade: Fear is always your greatest ally. And with the Hallucination Grenade, you can be assured that it is your most explosive one as well! By combining the Smoke Grenade and Hallucinite, you can create a weapon that, upon detonation, throws your nemesis into a nasty nightmare! Leave him whimpering or put him out of his misery! It's up to you!
***Electrocution Grenade: Unfortunately, some creatures are well fortified against the raw force of a standard explosive grenade. For those special occasions, there is the Electrocution Grenade! By combining a Flash Grenade and a Large Capacitor, you can surprise them with an electrical explosion that should leave them wilted and whimpering!
***Time Bomb: Worried about losing a limb or two because of a fast fuse? Such worries are a thing of the past! With the Time Bomb, you can be a comfortable distance away before that fatal explosion! By combining Dynamite and Clock Parts, you'll can watch the destruction in comfort and safety! Genius!
***Concussion Grenade: Looking to do some real damage to those pesky ogres? Then the Concussion Grenade is just what you're looking for! The combination of the Explosive Grenade and Sheet Metal, the Frag Grenade was created for the technologist who just needs that extra bit of assurance. They won't be getting up after this one rips them to tatters! Outstanding!
***Paralysis Grenade: Oftentimes, death need not be the only solution, and the Paralysis Grenade was made with this in mind! The combination of the Stun Grenade and Poison, the Paralysis Grenade will leave their bodies completely disabled while you choose their fate. Be merciful, or save them for torture! Either way, you've won the day!
***Mustard Gas Grenade: Newly developed by the brilliant scientific minds of our age, the Mustard Gas Grenade demoralizes one's opponents by burning the very membranes from their lungs! You'll have no trouble dispatching those maniacal mages as they lie suffocating! Absolutely fascinating!
***Plastique: [Only for use with Plastique.] Directions: Place Plastique upon object you wish to destroy. Run from Plastique as quickly as possible. Lower protective eyewear. Use Detonator. Observe results.
***Flame Thrower: Finding that your trusty old revolver just isn't making the grade against those pesky undead warriors? Well, the Flame Thrower is just what you've been waiting for! Made by combining the Repeater Rifle and the Fire Obstruction, this pyrotechnic wonder ignites an incomparable inferno that consumes everything, undead or otherwise!
***Bullets: With the recent advances in the field of Gunsmithing, it only follows that similar steps forward are necessary in ammunition and explosives. Using the reactive properties of Charcoal and Saltpeter, a new and better bullet can be manufactured quickly and inexpensively. Effectively used in both pistols and rifles.</tabber>Key: Early to Mid Game | Late Game
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
All unreferenced Imgur material originates from the Arcanum (2001) manual.
Category:Characters
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