Threadbare complete tr.., p.68
Threadbare - Complete Trilogy,
p.68
GOLEM ANIMUS Level 1, Cost 50 San, Duration: Permanent Turns a prepared golem shell into a functional lesser golem, that will obey its creator’s commands to the best of its ability.
GOLEM GUARDIANS Level 10, Cost NA, Duration: Passive Constant Enhances golems in the creator’s party, boosting all attributes. The amount buffed is influenced by the golemist’s will.
INVITE GOLEM Level 1, Cost 10 San, Duration: Instant Used to invite golems into your party. Automatically affects golems created by the golemist, can be resisted by other golems. Will not affect golems in their creator’s party.
MEND GOLEM Level: 5, Cost: 20 San Duration: Instant Heals a golem for a moderate amount, dependent upon your intelligence and skill level.
PROGRAM GOLEM Level: 5, Cost: 50 San Duration: Permanent until changed Allows the golemist to give conditional instructions to golems under his control. The golems will follow these instructions until it becomes impossible to do so. The higher the skill, the more instructions can be given, and the more complex they can become. Some experimentation is necessary for best results.
TOY GOLEM Level 1, Cost 100 San, Duration: Permanent Allows the golemist to construct a toy golem shell. Requires a toy, one dose of YELLOW reagents, and a level 1 Crystal.
WOOD GOLEM Level: 5, Cost: 150 San Duration: Permanent Allows the golemist to construct a wood golem shell. Requires wood, three doses of YELLOW reagents, and a level 2 Crystal.
MODEL
CALL OUTFIT Level: 5, Cost: 20 Mox Duration: Instant Instantly summons one of your regular equipment sets from wherever it may be. The set must be kept together, and cannot include material heavier than leather.
DIETARY RESTRICTIONS
Level 1, Cost N/A, Duration: Until broken So long as you have spent the last week without eating anything with the UNHEALTHY identifier you gain a small buff to all pools. This bonus is cumulative, up to twice your rank of this skill. Eating UNHEALTHY designated food immediately removes all versions of the buff.
FASCINATION Level 1, Cost N/A, Duration: Dependant upon skill Heal, aid, or otherwise be nice to an enemy in combat. If unresisted by mental fortitude, the foe will become temporarily fascinated with you, for a duration proportionate to this skill’s level.
FLEX Level 1, Cost 10 Sta, Duration: 1 minute per level Buff your endurance and armor by the level of this skill.
MAKEUP Level: 5, Cost: 10 Mox Duration: Until smeared or removed Allows you to apply makeup that buffs any one of your skills. Form follows function, so the makeup must be appropriate to the job that contains the skill being buffed.
SELF-ESTEEM Level 1, Cost 10 Mox, Duration: 1 minute per level Buff your mental fortitude and cool by the level of this skill.
STRONG POSE Level: 5, Cost: 10 Sta Duration: 1 minute per model level Buffs your strength. Only one pose may be active at a time.
WORK IT BABY Level 1, Cost NA, Duration: Passive Constant Whenever one of your worn or wielded items creates a favorable impression in at least one onlooker, then this skill has a chance of increasing. All worn and wielded items that confer bonuses have their bonuses increased by a small percentage for each level of this skill. Note that the difference is harder to see with lower level gear and lower levels of the skill.
NECROMANCER
ASSESS CORPSE Level 1, Cost 5 San, Duration: 1 minute Allows the animator to examine the status of any undead creature he looks upon. Also analyzes any corpse for animation potential and sanity cost. Can be resisted.
COMMAND THE DEAD Level 1, Cost 5 San, Duration: 1 minute per level Allows the caster to issue a command to a single undead creature. If unresisted, the creature most follow its orders to the best of its ability. Can also be used to invite unintelligent undead into a party, at which point they can be verbally commanded indefinitely by the caster.
DEATHSIGHT Level: 5, Cost: 10 San Duration: 5 minutes per necromancer level Automatically tells you the number of hit points any creature you can see has left. May not work on level ???? creatures.
DRAIN LIFE Level 10, Cost: 20 San Duration: Instant Drains a small amount of life from a nearby foe and adds it to your hit points. Will heal regardless of physical form. Does not affect certain monster types.
INVITE UNDEAD Level: 5 Cost: 10 San Duration: 1 Hour per necromancer level Invites the targeted undead to your party. Non-sapient undead who are not already in a party will automatically join if this spell is not resisted. Intelligent undead always have the option of refusal.
MANA FOCUS Level 10 Cost: N/A Duration: Passive Constant Buffs your sanity pool by a percentage equal to your necromancer level.
SKELETONS Level: 5 Cost: 15 San Duration: Permanent Animates one skeleton or skeletal fragment into a skeleton. Requires a spirit.
SOULSTONE Level 1, Cost: 20 San, Duration: Permanent Creates a soulstone crystal, which can house a newly-deceased spirit or an existing incorporeal undead. A spirit in a soulstone may be conversed with, used to create a new undead, or simply unleashed upon the world at a time of the caster’s choosing.
SPEAK WITH DEAD Level 1, Cost: 5 San, Duration: 1 minute per level Allows the necromancer to converse with corpses, spirits, or normally incoherent undead. In places with particularly strong spirits, the caster may be notified of the presence of conversable spirits.
ZOMBIES Level 1, Cost: 10 San, Duration: Permanent Turns a corpse into a zombie. Requires a spirit present in the area.
RULER
APPOINT OFFICIAL Level: 5, Cost: 25 Mox Duration: Permanent until changed You may appoint one official per ruler level. This official, who must be one of your subjects, may accept oaths of fealty, and add them to your subject pool.
EMBOLDENING SPEECH Level 1, Cost: 10 Mox, Duration: Instant Buffs all allies moxie and sanity by an amount related to the ruler’s charisma. Only affects allies within earshot.
IDENTIFY SUBJECT Level 1, Cost: 5 Mox, Duration: 5 minutes Allows the ruler to examine a sworn subject’s status screen. May also be used on people within your party, giving more information than the party status screen.
IT’S GOOD TO BE KING Level: 10, Cost: N/A Duration: Passive Constant You gain a tiny fraction of experience whenever one of your subjects does. Experience gained from higher level individuals goes directly to leveling your ruler class. Experience gained from lower level individuals may only be utilized for King’s Quest rewards.
KING’S QUEST Level: 10, Cost: 20 Mox Duration: Permanent until changed Decree a public quest. All your subjects within earshot may accept. Any who fulfill the quest reap the benefits of the quest immediately.
NOBLESSE OBLIGE Level 1, Cost: N/A, Duration: Passive Constant Buffs all sworn subjects and party members a small amount. The stat buffed is dependent upon your highest attribute.
ORGANIZE MINIONS Level: 5, Cost: 15 Mox Duration: Permanent until changed You may choose one quest shared among your party members or subjects. While on that quest and working toward that goal, they gain a bonus to all attributes equivalent to your ruler level.
ROYAL AUDIENCE Level 1, Cost 10 Mox, Duration: 1 Minute per level Buffs your charisma, but only when dealing with sworn subjects SIMPLE DECREE Level 1, Cost 10 Mox, Duration: Permanent until changed Declare a simple command in twelve words or less. All sworn subjects are notified of the decree. Any who do not comply with this decree take moxie damage influenced by your charisma and wisdom, resisted by cool. Only one simple decree may be in place at a time. Simple commands may not be used to inflict suicidal or self-harmful activities.
SWEAR FEALTY Level: 5 Cost: Special Duration: Permanent until changed Any individual may swear fealty to you, spending five moxie while in your presence or the presence of any of your appointed officials. They become one of your subjects and are subject to many of your other ruler skills and effects.
SCOUT
ALERTNESS Level 5 Cost: N/A Duration: Passive Constant Alertness has a chance to auto-activate all your sensory-enhancing skills for free in the event that you are ambushed or about to encounter unseen danger.
BEST ROUTE Level 5 Cost: 15 San Duration: One hour per scout level Activate while examining a visible terrain feature. Examines the best route from your current location to your destination, and marks it visibly. Everyone in your party can see the best route trail. The higher the skill, the better the route found. At high levels it will detect and detour around dangerous monsters and towards treasure and resources.
CAMOUFLAGE Level 1, Cost 5 San/Min, Duration: Until dismissed or exhausted Blends the Scout in with his surroundings, buffing their stealth skill. More effective in the wilderness, scales according to skill level.
FIRESTARTER Level 1, Cost 5 San, Duration: Instant Creates a fire, burning any flammable material it’s used upon. Intensity of the starting flames depends on the skill level.
KEEN EYE Level 1, Cost 5 Sta, Duration: A minute per scout level Buffs a scout’s perception, effects dependent upon skill level STURDY BACK Level 1, Cost NA, Duration: Passive Constant Lightens the burdens of any heavy load carried, making items literally weigh less. Does not apply to weapons and armor equipped. Higher skill level means more weight reduction WIND’S WHISPER Level 1, Cost 5 San, Duration: 1 message May be activated silently. Sends a message on the wind to any named target within range. Range and amount of words speakable per message increase with skill level.
Bonus Content 2-2: Of Other Planes and the Powers of Darkness
(A treatise, by Anasmath of Kai-Tan, the Wicked City.)
It’s long been the nature of the ‘civilized’ peoples to become disaffected with the world, and seek to change it in huge, dramatic ways because they don’t like the gods, or dislike how reality works, or even simply hate their neighbors but lack the power to do anything really nasty to them without being squished like ants.
To these people, the cultist job is a glittering lure, attracting them in droves to reject prosaic reality and substitute their own.
Well not their own. Invariably, like clerics, cultists draw their power from otherworldly entities of nigh-unimaginable vastness and influence.
But unlike clerics, the entities called upon are not necessarily amenable to the world, the people in it, or even the fabric of reality as this plane knows it.
These entities are not meant for direct contact with the world, the gods say. And when they stray into the plane that mortals know as Generica, it can cause disastrous results.
This is known; the gods of Generica dwell in a place they have referred to as the Nephs, which is why the servitors that venture forth from such places are sometimes referred to as Nephilim. These servitors may be called by Conjurors who have invested in Oracle or Clerical jobs, or instilled into holy relics by Saints, but only with the permission of the managing god in question. Though the gods have rivalries and can be petty, they generally work together to uphold the structure of reality, do good for their worshippers (however loosely good is defined in some cases,) and promote the general weal of civilization.
However, the three known dark powers (There may be more, as yet undiscovered, at least by this august researcher,) dwell in very different places. Furthermore, each power offers their servitors only to those who become a cultist and choose to ally themselves to one of them. They are jealous, and do not tolerate each other, no more than they do the upstart gods.
Furthermore, adding to the confusion, each dark power is made up of a miniature pantheon within itself, that CAN work together within its unholy court, but is under no obligation to do so. Oddly enough, each miniature pantheon contains three things which could be considered to be gods.
As there are twelve living gods, it’s long been thought that there are in fact, twelve dark gods, which hints at the existence of a fourth dark power. But this has never been conclusively proven, and this researcher cautions against seeking symmetry where there may possibly be none.
In theory, it IS possible to be a cultist of a dark power without choosing one of its three god-equivalents, but doing so effectively makes one of their skills useless, thus lessening the degree of power they can bring to bear. And this researcher has never known a cultist who ever willingly chose to go for the option that gave them LESS power.
THE DARK POWERS
The known dark powers are threefold. The Daemons, the Djinn, and the Old Ones.
DAEMONS
The first are the Daemons, sometimes called demons by the unenlightened. They are led by the daemon lords Cron, Vhand, and Nephzed. Daemons profess to only wish to strengthen mortality by driving the powerful to acts of pragmatism and tormenting the weak until they get stronger or perish and stop sucking up resources that could strengthen the powerful. However, this researcher has heard conflicting stories… in essence, their true goals, at least those of the upper echelons, seem to involve eliminating mortals altogether, and going back to a far less chaotic world.
Daemonic Servitors come in a huge variety, but most are specialized in one role, and only really skilled at that role. Hellhounds are guards, imps are unobtrusive messengers, succubi are lovers, shadowfiends kill, and so on, and so forth. You CAN use a daemon for different things than its skillset, and in time they may develop some useful skills toward it, but generally they are best suited in their original role.
Daemons are said to dwell in a place called Far Rhun. No mortal I know of has ever been able to return from attempts to visit this realm. Daemons say it is an orderly place, pleasant, with much free space and only populated by daemons and their subjects. Each subject rules over lower daemons, and obeys a higher one, and it is of the highest ones I will speak.
Cron is the lord of entropy and punctuality. By enforcing entropy, making ruins and laying low powerful organized structures and hierarchies, you earn Cron’s approval. Nothing lasts, Cron knows, and he wants everything non-essential cleared so he doesn’t have to worry about it anymore. The changeover has irritated him, and he wants his followers to simplify it, by the most brutal means possible. His Darkspell is ArcKill, which inflicts unpreventable damage.
Vhand is the lady of deception and theft. She’s particularly interested in muddling mortal knowledge, and is said to be filled with glee when her followers steal books or falsify them, or both. She is said to have been working overtime when the changeover struck, ensuring that the flow of information between various lands contained an excess of falsehoods and misunderstandings. Her Darkspell is Pagestealer, which allows the cultist to mimic a foe’s simpler skills.
Nephzed is the daemon of legions, who organizes and is involved somehow with planar access. Nephzed lurks on the borders of the Nephs, challenging the forays and excursions of the gods in inscrutable ways, but is usually forced to grudgingly retreat and let them through after battles unimaginable by mortal standards. But the war is never completely lost, and Nephzed cannot be brought to heel permanently by the gods. Nephzed asks that his followers slay holy monsters and clerics and oracles, and bring low the gods and those who support them. The changeover has meant the opening of a whole new battlefront to him, and a corresponding rise in both power and risk… he was practically unknown before it, but now his stature grows to rival Cron and Vhand. His Darkspell is Denial, which, though difficult to use, can counter a divine spell. Or another dark power’s spell, for that matter…
THE DJINN
Beyond the Nephs and behind it, lies the elder realm that djinn call the Dev. It is said that in the early days of the world, after Konol hauled creation out of chaos, that the inhabitants of Dev were employed by powers inscrutable to forge the physical laws and elements and lands of the world itself. Whether it was the gods or other powers is up for debate, but what IS known is that the Djinn are jealous of the gods, and scornful of the power that the gods refuse to apply directly to Generica. (Which for some unknown reason they refer to as Prahd.)
Individual Djinn say many things, most of them conflicting with other djinni, but never contradict themselves. They seem overall to be confused by how the world is now when they touch it directly, and eager to find their niches by helping their followers better than the puny gods ever could.
And that eagerness is often doom for those who follow them, and anyone within a pretty big blast radius. The djinn are eager to improve this world, and in doing so, can accidentally break fundamental laws. Unless tightly bound and monitored, and placated with flattery and constant company, djinn can become chaotic, frustrated, and ultimately destructive.
Djinn, oddly enough, have very few varieties of servitors and all of them are some degree of humanoid that utilizes spells and similar magical effects. The servitors are best treated as friends and companions, although they often need to be restrained. It is not good to order a djinn about, when you could cajole it instead. They don’t do well with rules and boundaries. And although they may seem friendly and innocent, realize that they are not and never will be mortal. A djinn who laughs heartily at your joke will laugh heartily if you die in an ironic way, and never understand why he or she should not do so.
Every Djinn I have spoken to assures me that Dev is a wondrous place, and indeed, I know mortals who have visited there and returned alive. They have confirmed it is wondrous, and almost seems to be a mirror of their own lands, at times… but dangerous, because the physical laws that seem to hold sway in Dev are inconstant, sometimes fatal when they go wrong, and subject to change without warning. When asked about this, djinn shrug and say they’re working on those glitches. Should be ironed out in a few millennium.
Though chaotic in the extreme, three Djinn have emerged as nobility among their fractured and strange society; Anjuuta, the Lady of Winds, the entity known as the Inscrutable Vastness of the Cerulean Carp, and G’laad, lord of the Gnomes. (It’s worth mentioning that most Gnomes, when told this, mention that they’ve never heard of the guy.)
Anjuuta, the Lady of Winds, is free-spirited, and seems to want her followers to be unbound by rules, and work to eliminate laws that hold them back. Very reasonable at first, but she seems to hold no distinction between good laws and bad; all are anathema to her. Even the simplest of societies eventually earns her ire, for being too inflexible. The changeover has made her very upset! There are so many rules now, and she can’t stand it. No, it simply has to stop. Her Darkspell is Fool’s Gold, that Grifter trick that has earned the class so much scorn.











